I'm pretty new to Godot (switching over from Unity and pygame) and while I really like the Godot editor, the one feature I miss from both prior editors is the ability to play common tracker module formats, a feature that existed in older versions of Godot. I tried out the latest version of the Godot Mod Player on the asset library, but testing it with .mod files outside of the ones provided resulted in erroneous playback (missing samples and slower-than-usual tempo) and I couldn't get it to load .xm files. I also know someone here programmed their own player for .mod specifically, but it seems to have been lost to the "pm me for it, last online 5 years ago" phenomenon.

Are there any current plans from Godot contributors to re-implement tracker module support? I'm a bit intimidated by having to write my own module-playing plugin due to never having done so before in C++ (and still needing to learn GDNative interactions).

Are there any current plans from Godot contributors to re-implement tracker module support

Considering how niche tracker music is in most modern games, I don't think so. Not to mention that pre-recording to Ogg Vorbis sound files is often an option, and that file size is not as much as an issue nowadays as it used to be. There's a proposal about adding MIDI output nonetheless: https://github.com/godotengine/godot-proposals/issues/2321

Tracker music also has the peculiarity that different soundfonts can give wildly different results. This means you need to bundle a soundfont with your game to avoid inconsistencies across platforms, which can reduce or even negate the file size benefits of using tracker music.

7 months later

@Calinou said:

Considering how niche tracker music is in most modern games, I don't think so.

That's a bummer since tracker modules can allow for a lot of neat things, including perfect looping as modules can be designed and made to loop from specific points easier. And i just want to have something unique to differentiate my game from the rest in terms of music : (

Tracker music also has the peculiarity that different soundfonts can give wildly different results. This means you need to bundle a soundfont with your game to avoid inconsistencies across platforms

Also i hate to be a "smartass" but i'm pretty sure you're confusing that with .MIDI files as most tracker modules contain samples within themselves so that's not really an issue. Just wanted to note that.

I am surprised no one has just made a tracker with Godot yet. I mean the PIXELORAMA guys made a pretty good art app so I am sure someone will do it eventually.

But as said before (and having a music background myself) just using the StreamPlayer and pre-recording music is the option for now. But I personally think some sound creation plug-ins like a Godot-made tracker sound like a good project to work towards. Mental note. :)

@"gumbuk 9" said: That's a bummer since tracker modules can allow for a lot of neat things, including perfect looping as modules can be designed and made to loop from specific points easier.

Indeed, though I'd like to note that this is possible with OGG files in Godot. In the import settings for the file, you can define a loop offset. WAV can have loop points defined too, which is useful for looping sound effects.

I'm a big fan of tracker music too, but I totally understand why it's not supported. Nowadays it's a much more niche thing that makes it better suited to an add-on rather than something to be part of the core. Godot actually did support tracker files before 3.0.

9 months later