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XMOD

Originally built for as a capstone project for the Davenport Technology Class of 2014, XMOD (XACT sound Module) is a sound module (MOD)-style player utilizing the custom-built .XMOD format for XNA and MonoGame-based projects.

Features

  • Directly utilizes the XACT sound engine - no need to pipe in external sound sources!
  • Actual code uses ~624KB of memory
  • It Just Works - give it what it needs, and it gets to work, no questions asked.

Requirements

  • The latest version of DirectX 9.
  • Visual Studio 2010 or later.
  • XNA 4.0

Directory Structure

  • XNA: This contains the source code for the original XNA implementation of XMOD.
  • (coming soon) MonoGame: When added, this will contain the source code for the MonoGame implementation of XMOD.
  • Format documentation: This contains the RTF-formatted documentation for how the XMOD format works.

For MonoGame Users

Conversion to the latest version of MonoGame is extremely simple - just replace the XNA usings with the MonoGame ones, recompile the sound assets, and you're good to go!

FAQ

Why a custom format?

Because this was originally part of a collaborative capstone project piece, meaning it had to be "unique, novel, and solve a practical problem". Having a MOD-style player utilizing XACT met all three criteria. Otherwise, a third-party solution would've been used, such as the excellent libopenmpt.

Why should I use an XACT-based MOD format over [insert-format-here]?

Because you don't need to integrate another third-party solution - you'll have all the basic capabilites of the Impulse Tracker (IT) MOD format AND have guaranteed compilation for an XBOX360 compile target (not like the latter even matters anymore).

Why should I use XMOD?

Because, as of this writing, it's the only open-source, XACT-based solution for MOD-style music playback.

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