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The app itself is really nice, but how do I get the .bmf files off of the Playdate?  I want to use the music/sounds I have created, but it looks like the .bmf files are not useable.  How do I get them converted/saved out so that they can be played (e.g. .wav, .mp3, something)?

I think I figured it out - here's a little expansion of the instructions that he provides above... 1) Go here: https://github.com/dr-watson-hk/PocketBMLuaPlayer 2) Download the .zip file contents that contain beatmachine.lua and scalemanager.lua 3) Add beatmachine.lua and scalemanager.lua to your project 4) add a folder in your project directory called "beats" and add the beats you created from PocketBM (reboot Playdate to data disk and pull files) 5) add a folder called "samples" and add the .pda samples from PocketBM (like bass, bottle, brass, etc.) - I am not 100% sure if "samples" is needed but i added it 6) call the beats you created (to test I added this code in my initialize):

BeatMachine.Create()

BeatMachine.LoadBeat('beats/yourfile.bmf')

BeatMachine.PlayTheBeat(1) -- the number here is how many times your file will play

I am still working with it, but I have enough to go on now... thanks!  I love the app, but this part could be better.  I appreciate that you at least put a basic outline on GitHub.

Thanks for replying your own question 😄 Yes, there are .bmf player codes for both C and Lua projects.