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Well that's pretty hard since the song can change it's speed during playing and many mods do this. So there's no easy calculation. You could do it by parsing all the patterns for speed changes and use these for calculation.
Then there's also the issue that many mods can loop forever. Pick your battles 😄
First of all my compliments for this player. It works really great!!!
I'm using this player to play mod files while also using the row events to trigger stuff. I.e. I'm using it in demos.
However I feel it must be easier to do. I'm calculating the time and buffer size it takes for a single row to process:
2500/this->modctx.bpm)*this->modctx.song.speed
I then read the current data and send it out with osc:
This is also done for the other channels.
However I run into the situation that sometimes rows are skipped somehow. Perhaps because of a jump in the song or by other means.
I was wondering if anybody had thoughts or hints about how to accomplish this.
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