Latest restricted WACUP beta release is build #14278/14282 (January 23rd/24th 2023) (x86 & x64 changelogs) | Latest WACUP public preview is build #7236 (March 11th 2021) (x86 only)

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Author Topic: Plugin compatibility with XMPlay?  (Read 935 times)


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Plugin compatibility with XMPlay?
« on: May 29, 2021, 09:07:11 AM »

I have discovered WACUP while looking for some recently updated input plugins for XMPlay.
Generally XMPlay supports both it's own and winamp input plugins.. but for whatever reason it cannot see any of the WACUP input plugins apart from in_snes.dll, is there any reason for this?? Are WACUP input plugins somehow different from the ones from Winamp??



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Re: Plugin compatibility with XMPlay?
« Reply #1 on: May 29, 2021, 02:36:28 PM »
The native WACUP plug-ins are linked to & require the WACUP core as part of giving a better WACUP experience. So unless another program fully replicates all of that then they're not going to work. They also use a newer revisions of the input plug-in api (same applies to the majority of the other plug-in types).

My aim is to support Winamp plug-ins up to the 5.666 specifications & then anything that's WACUP native can be made hopefully better to get around some of the issues that I've always had with the basic Winamp plug-in specification. Also funnily enough I've had requests to have WACUP support the loading of xmplay plug-ins.