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- REMOVED: modules that do not play correctly yet from the playlist
- FIXED: channel.cmd wasn't reset after loading a new mod
- FIXED: if channel.length == 2 length seems to be ignored by players (Agony)
- FIXED: very old mod files with 15 samples had wrong offsets for patterns/positions (Silkworm)
- FIXED: oops, fixed channel swapping in compatibility mode
- ADDED: build instructions
- ADDED: note about Xbox One special case
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@@ -42,6 +42,14 @@ ModPlayer JS makes use of the following piece of software:
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I also heavily used [MilkyTracker](https://milkytracker.titandemo.org/) and [webaudio-mod-player](https://mod.haxor.fi/) - which plays lot of module formats with high fidelity - to track down some timing bugs.
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# Building modplayer-js
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modplayer-js only needs a webserver, which can be installed by typing `npm install` and then `http-server`.
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If you want to use modplayer-js on an Xbox One, you'll also need to type `npm run build`: this will generate an ES5 version of the `mod-processor.js` file.
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This is because for some unknown reason, on Xbox One Edge, the audioworklet polyfill refuses to execute ES6 code.
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# Module background
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Modules are like MIDI files but with custom sound samples instead of builtin synth files.
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