A foobar2000 input decodes .sc68, .sndh, .snd format.
Based on https://sourceforge.net/p/sc68/code/HEAD/tree r600 version (2015-11-28)
(Since I think this is the best version for emul effect through my test)
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Move configuration from right-click menu to Preferences → Playback → Decoding → SC68 input and fixed the issue that the change in config can't be applied immediately.
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Added seeking function. Now you can seeking sc68 songs!
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Upagrade the project compatibility to MSVC 2022 C++ 17 standard and foobarSDK-2025-03-07. Use project references instead of static library to link.
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Fixed address loading issues for some replayers
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Merged SNDH Database of r713 to this version
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Added a macOS version of the foobar2000 component (Apple Silicon / arm64).
sc68-fb2k-mac/Makefilecompilesfile68/libsc68/unice68and the foobar2000 SDK sources directly instead of linking a prebuilt SDK build (bypassing autotools the same waysc68-msvcbypasses it with a hand-writtenconfig.h).- Run
make packageinsc68-fb2k-mac/to produce a distributablefoo_sc68.fb2k-component; see that Makefile's header comment for the one prerequisite (an unpacked copy of the foobar2000 SDK next to thesc68-fb2k-mac/folder). - The Preferences -> Playback -> Decoding -> SC68 page is reimplemented
for mac as a native
NSViewControllerbuilt entirely in code (no.xib), exposing the same settings as the Windows dialog: sampling rate, default track length, aSIDifier, YM engine/filter/volume model, L/R blend, and the Amiga low-pass filter. Unlike the Windows dialog there's no separate Apply/Reset step -- each control applies immediately, matching how foobar2000's own sample component behaves on mac.
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Fixed the "Default length (s)" setting having no effect (a pre-existing bug in libsc68, fixed on both platforms).
- foobar2000 v2.0 or newer.
- Windows, 32-bit ONLY. Built against the foobar2000 SDK (2025-03-07).
- macOS, Apple Silicon / arm64 ONLY.
- Visual Studio 2022 with the Desktop development with C++ workload (and a Windows 10/11 SDK).
- The official foobar2000 SDK (2025-03-07 or compatible).
- WTL 10 (Windows Template Library).
The project files reference the SDK with system environment variable FB2KSDK. So, you just need to add the variable with SDK loacation to your system then the project will recognize it.
WTL MUST be placed as below:
├─ Foobar2000SDK-2025\
│ ├─ foobar2000\
│ │ ├─ SDK\
│ │ ├─ helpers\
│ │ ├─ shared\
│ │ └─ foobar2000_component_client\
│ ├─ libPPUI\
│ ├─ pfc\
│ └─ WTL10_01_Release\Include\ <- WTL goes here
- Open
sc68-fb2k.sln. - Add all .vcxproj in foobar2000SDK (except
foo_sample) andsc68-msvc\zlib\zlib.vcxporjto the solution. Then add all these as references tofoo_sc68. - Build Release | Win32 and the post event will pack dll to .fb2k-component automatically
Built with a plain Makefile + clang, not Xcode -- no project file to open.
Unpack the foobar2000 SDK next to sc68-fb2k-mac/ (i.e. ../SDK-2025-03-07,
sibling of both sc68-fb2k-mac/ and sc68-fb2k/) from
https://www.foobar2000.org/SDK, then from sc68-fb2k-mac/:
make # build/foo_sc68.component
make package # ^ plus build/foo_sc68.fb2k-component (the distributable zip)
make install # ^ plus copies it into ~/Library/foobar2000-v2/user-components/foo_sc68/See sc68-fb2k-mac/README.md for details.