GBSPLAY(1)
๐ GBSPLAY(1) ๐
okay bestie, so this is gbsplay, the Gameboy sound player โ it's a manual page from the Gameboy sound player section of the manual, and it's genuinely iconic. come sit, we're gonna go through it together ๐
โจ NAME โจ
gbsplay โ Gameboy sound player ๐ฎ๐
๐ธ SYNOPSIS ๐ธ
gbsplay [OPTION]... [--] GBS-FILE [START-AT-SUBSONG
[STOP-AFTER-SUBSONG] ]
๐ฆ DESCRIPTION ๐ฆ
so gbsplay emulates the sound hardware of the Nintendo Gameboy. that's the whole vibe. it plays the sounds from a Gameboy module dump (.GBS format) and pushes them out over /dev/dsp and other sound drivers. no cap, it's just Gameboy music, but make it your computer's problem ๐
๐ OPTIONS ๐
-Eendian โ sets endianness to endian. the valid values areb,landn, for big, little and native endian respectively. pick your fighter โจ-ffadeout-time โ sets fadeout time to fadeout-time seconds. instead of cutting the subsong off hard (rude), it does a soft fadeout (gentle, demure). default is3seconds ๐-gsubsong-gap โ sets the subsong gap to subsong-gap seconds. before playing the next subsong after the subsong timeout, subsong-gap seconds of silence play first. like a lil breather between songs. default is2seconds ๐ซถ-hโ displays short help and dips. bye bestie ๐-Hfilter โ sets the output high-pass type to filter. valid values aredmg(Gameboy Classic),cgb(Gameboy Color) andoff(no filter at all). default isdmg๐-lโ sets loop mode torange(go read LOOP MODES below, iykyk).-Lโ sets loop mode tosingle(again, LOOP MODES below).-oplugin โ selects the sound output plugin plugin. passlistand it'll show you a list of every available output plugin. the default depends on compilation options โญ-qโ be quieter, reduce verbosity. you can stack this multiple times. default verbosity is3๐คซ-rsamplerate โ sets the samplerate to samplerate Hz. default is44100Hz๐ฅ-Rrefresh-delay โ sets the refresh delay to refresh-delay milliseconds. bigger values = lower CPU usage, but it's giving delayed subsong changes, delayed fadeouts, delayed reactions to keypresses, and a delayed on-screen display. default is33milliseconds ๐-tsubsong-timeout โ sets subsong timeout to subsong-timeout seconds. once a subsong has played for that long, the player skips to the next subsong. a timeout of0seconds disables automatic subsong changes entirely. default is120seconds โณ-Tsilence-timeout โ sets silence timeout to silence-timeout seconds. if a subsong contains silence for that long, the player skips to the next subsong. default is2seconds ๐-vโ increase verbosity, print more info. stackable too. default verbosity is3๐ฃ๏ธ-Vโ displays the version number and exits. slay ๐-zโ plays subsongs in shuffle mode. every subsong gets played once, in random order ๐-Zโ plays subsongs in random mode. it's like shuffle mode (-z), except a subsong can be played multiple times. chaos mode, honestly ๐-1โ mutes channel 1 on start.-2โ mutes channel 2 on start.-3โ mutes channel 3 on start.-4โ mutes channel 4 on start. (yes bestie, all four, one flag each, that's the whole bit ๐๏ธ)--โ marks the end of options. the next argument gets treated as a filename, even if it starts with a-. very important for files with attitude โ- GBS-FILE โ the sound file to play. must be in uncompressed
.GBSformat. no zip, no vibes-based compression, just.GBS๐ - START-AT-SUBSONG โ the subsong from the sound file to play first. if you don't specify it, the default song declared in the sound file plays โ unless shuffle (
-z) or random mode (-Z) are active. an out-of-bounds number gets clipped to the possible range of subsongs, so no worries ๐ฏ - STOP-AFTER-SUBSONG โ the last subsong to be played. see LOOP MODES below for the deets ๐
โจ๏ธ KEYBOARD CONTROL โจ๏ธ
gbsplay supports basic keyboard control. these are the commands it recognizes:
pโ skip to the previous subsong โฎ๏ธnโ skip to the next subsong โญ๏ธqorEscโ quitgbsplay๐ชSpaceโ toggle play/pause โฏ๏ธ1โ mute/unmute channel 1.2โ mute/unmute channel 2.3โ mute/unmute channel 3.4โ mute/unmute channel 4.lโ cycle through the available loop modes. see LOOP MODES below for further details ๐
๐ LOOP MODES ๐
gbsplay supports different loop modes that govern what happens when a subsong has finished playing. the default loop mode is none. when multiple loop modes are set, the last mode set wins. periodt.
before we go further, some vocabulary, because these terms come up a lot:
- the term first subsong means the
START-AT-SUBSONGparameter if it's set, or the first subsong in the file otherwise. - the term next subsong means the next subsong in numerical order โ unless shuffle mode (
-z) or random mode (-Z) are active. - the term last subsong means the
STOP-AFTER-SUBSONGparameter if it's set and not out-of-bounds, or the last subsong in the file otherwise.
got it? good. now the modes:
noneโ when a subsong has finished playing, the next subsong starts to play. when the last subsong has finished playing,gbsplayexits. simple, clean, no notes ๐rangeโ when a subsong has finished playing, the next subsong starts to play. when the last subsong has finished playing, the fist subsong starts to play again. (yes, the original says "fist" โ we're keeping it, it's iconic ๐) circular queen behavior ๐singleโ when a subsong has finished playing, the same subsong starts to play again. heads up: theSTOP-AFTER-SUBSONGparameter will be ignored, because no subsong change can occur. the subsong-timeout parameter will be ignored as well, which lets the selected subsong play endlessly without any forced restarts. truly endless main character energy ๐ง
๐๏ธ OUTPUT PLUGINS ๐๏ธ
output plugins are sometimes called plugouts because that's shorter, so don't be confused, bestie. also โ not all of the plugins listed here may be available, so check with gbsplay -o list first ๐ง
alsaโ use the ALSA sound driver for sound output ๐งaltmidiโ alternative implementation of the MIDI output plugin (seemidibelow). it should export more accurate note off events (the length register is taken into account), but the generated MIDI files will be more complicated and fine grained, and probably not suitable for editing or printing a score. trades pretty files for accuracy, basically ๐devdspโ use the OSS sound driver for sound output via/dev/dsp๐ขdsoundโ use the DirectSound sound driver for sound output on Microsoft Windows ๐ชiodumperโ dump IO calls to the Gameboy sound hardware to stdout. this reduces the verbosity to0(see-q) because stdout is used for the dumped data. it's giving raw data chaos ๐midiโ write a simple MIDI conversion of the song into a separate file per subsong. the files are calledgbsplay-%d.mid, where%dis replaced with the subsong number. the files are created in the current working directory and existing files are silently overwritten ๐ญ. only channels 1 to 3 are converted to MIDI, because channel 4 contains noise data that can't be converted into MIDI note events. every GBS channel is exported to a separate MIDI channel. when multiple voices share a channel, they will not be separated in the output. the conversion is rather basic, and complicated GBS files using tricks and hacks will not be converted properly. it's doing its best ๐นnasโ use the NAS sound driver for sound output to a Network Audio Server ๐pipewireโ use the PipeWire sound driver for sound output ๐ซงpulseโ use the Pulseaudio sound driver for sound output ๐sdlโ use the SDL sound driver for sound output. on Microsoft Windows, libSDL might use the wasapi audio backend by default, which can result in choppy sound ๐ฌ. to fix this, set the environment variableSDL_AUDIODRIVERtodirectsoundto select a different libSDL audio backend (or just switch to thedsoundplugout instead). fix it, bestie ๐ ๏ธstdoutโ dump the raw audio stream to stdout. this reduces the verbosity to0(see-q) because stdout is used for the dumped data. the raw audio is always stereo (2 channels), 16 bit signed PCM. sample rate and endianness can be set via-rand-E๐๏ธvgmโ write separate VGM files for every subsong. the files are calledgbsplay-%d.vgm, where%dis replaced with the subsong number. the files are created in the current working directory and existing files are silently overwritten ๐ฎwavโ write separate WAV files (RIFF WAVE) for every subsong. the files are calledgbsplay-%d.wav, where%dis replaced with the subsong number. the files are created in the current working directory and existing files are silently overwritten. the output is always encoded as stereo (2 channels), 16 bit signed PCM in little endian โ so the-Eswitch is ignored ๐. sample rate can be set via-r๐
๐ FILES ๐
/etc/gbsplayrcโ default location of the global configuration file ๐~/.gbsplayrcโ user configuration file ๐
๐ BUGS ๐
if you encounter bugs, please report them via https://github.com/mmitch/gbsplay/issues โ the devs wanna know, fr fr ๐ซถ
๐ AUTHORS ๐
gbsplay was written by Tobias Diedrich <ranma+gbsplay@tdiedrich.de> (with contributions from others, see README.md). legends only ๐
๐ COPYRIGHT ๐
gbsplay is licensed under GNU GPL v1 or, at your option, any later version. open source royalty ๐
๐ SEE ALSO ๐
gbsinfo(1), gbsplayrc(5) โ go read those too, bestie ๐
and that's the whole page!! this one's version 0.0.102, dated 0.0.102, and it came from Tobias Diedrich โ literally the author himself put his name on the footer, king behavior ๐. it's GBSPLAY(1), it's iconic, it's a wrap. go play some Gameboy music ๐โจ๐๐ฆ๐ธ๐
๐ฆ where this page comes from
- ubuntu resolute: gbsplay 0.0.102-1 ยท GPL-1.0-or-later
- ubuntu stonking: gbsplay 0.0.102-2 ยท GPL-1.0-or-later
- ๐ girlified by deepseek-ai/DeepSeek-V4.1-Flash on : a language model's rewrite of the original, under its terms