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Difference between revisions of "UE1:RMusicPlayer"

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m (Gametype integration (without save support))
m
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  +- [[Legacy:Actor_(UT)|Actor_(UT)]]
 
  +- [[Legacy:Actor_(UT)|Actor_(UT)]]
 
     +- RMusic_Component - holds everything toghether and implements some basic functions
 
     +- RMusic_Component - holds everything toghether and implements some basic functions
         +- RMusic_Controller - controls RMusic_Player
+
         +- [[UE1:RMusic_Controller|RMusic_Controller]] - controls RMusic_Player
 
         +- [[UE1:RMusic_Player|RMusic_Player]] - plays music. This class is spawned either by RMusic_Controller or game type/console.
 
         +- [[UE1:RMusic_Player|RMusic_Player]] - plays music. This class is spawned either by RMusic_Controller or game type/console.
 
         +- RMusic_Save - spawned by RMusic_Controller. Stores information about last used RMusic_Controller
 
         +- RMusic_Save - spawned by RMusic_Controller. Stores information about last used RMusic_Controller
 
==Usage==
 
In ActorBrowser find Actor->RMusic_Component->RMusic_Controller, place it on map and configure it.
 
 
===RMusic_Controller properties===
 
You can configure following properties:
 
 
'''Name:''' PlayerClass
 
 
'''Type:''' class<RMusic_Player>
 
 
'''Description:''' Player class (if you want to have own music directory)
 
 
 
'''Name:''' RMusic_File
 
 
'''Type:''' string
 
 
'''Description:''' Music file to play
 
 
 
'''Name:''' RMusic_PlayAtStartup
 
 
'''Type:''' bool
 
 
'''Description:''' Should it be played at level start
 
 
 
'''Name:''' RMusic_MuteUMX
 
 
'''Type:''' bool
 
 
'''Description:''' If true will mute all music in umx files
 
 
 
'''Name:''' RMusic_BroadcastToAll
 
 
'''Type:''' bool
 
 
'''Description:''' If true, it'll broadcast functions to all players
 
 
 
'''Name:''' RMusic_bUnloadPreviousDSP
 
 
'''Type:''' bool
 
 
'''Description:''' If true, all DSP plugins will be unloaded
 
 
 
'''Name:''' RMusic_bOwnFadeUpdateTime
 
           
 
'''Type:''' bool
 
 
'''Description:''' If true, RMusic_OwnFadeUpdateTime will be used instead of default FaderUpdateTime in RMusic_Player
 
 
 
'''Name:''' RMusic_OwnFadeUpdateTime
 
 
'''Type:''' float
 
 
'''Description:'''  Defines how fast music will fade in/out
 
 
 
'''Name:''' RMusic_bUseSaveControl
 
 
'''Type:''' bool
 
 
'''Description:''' If true, special RMusic_Save will be spawned to track last used controller
 
 
 
'''Name:''' RMusic_DSPPlugins[16]
 
 
'''Type:''' string
 
 
'''Description:'''  DSP plugins to load
 
 
 
'''Name:''' Action
 
 
'''Type:''' ENum
 
 
'''Values:'''
 
* '''AC_Play''' -  Plays music
 
* '''AC_Stop''' - Stops music
 
* '''AC_ShutDown''' - Shutdown FMODEX (avoid this one ;) )
 
'''Description:''' Action
 
 
 
'''Name:''' RMusic_PlayType
 
 
'''Type:''' ENum
 
 
'''Values:'''
 
* '''PT_Loop''' - Loops music
 
* '''PT_PlayOnce''' - Plays once
 
'''Description:''' Play type
 
 
 
'''Name:''' RMusic_Transition
 
 
'''Type:''' ENum
 
 
'''Values:'''
 
* '''TRANS_Instanly''' - Instant transition
 
* '''TRANS_Fade''' - Smooth fade
 
'''Description:''' Transition type
 
 
===Advanced usage (gametype/console integration)===
 
RMusicPlayer can be also integrated with gametypes, console.
 
 
====Gametype integration (with save support)====
 
Subclass of SinglePlayer2 (SinglePlayer2 is part of OldSkool by UsAaR33)
 
<uscript>
 
class RMusic_SingleGameInfo extends SinglePlayer2;
 
 
event PostLogin( playerpawn NewPlayer )
 
{
 
local RMusic_Controller RMusic_Controller;
 
local RMusic_Save RMusic_Save;
 
local RMusic_Player RMusic_Player;
 
 
        Super.PostLogin(NewPlayer);
 
 
if(Level.NetMode != NM_DedicatedServer && Level.NetMode != NM_ListenServer)
 
{
 
if(NewPlayer.GetEntryLevel() != none)
 
{
 
//we have to find music player in Entry level
 
foreach NewPlayer.GetEntryLevel().AllActors(class'RMusic_Player',RMusic_Player)
 
{
 
//then we stops currently played song
 
RMusic_Player.RMusic_Stop(false);
 
//and eventually add info about player/current level
 
if( RMusic_Player.bAuthoritative )
 
{
 
RMusic_Player.RMusic_LocalPlayer = NewPlayer;
 
RMusic_Player.RMusic_OldLevel = NewPlayer.Level;
 
}
 
}
 
}
 
//we have to found save part
 
foreach AllActors(class'RMusic_Save', RMusic_Save)
 
{
 
//we have to check if we have saved controller
 
if(RMusic_Save.SavedController != none)
 
{
 
RMusic_Controller=RMusic_Save.SavedController;
 
break;
 
}
 
}
 
//if saved controller is found, we have to restore music
 
if(RMusic_Controller != none) RMusic_Controller.EVENT_Player();
 
}
 
}
 
</uscript>
 
 
====Gametype integration (without save support)====
 
Subclass of coopgame2 (coopgame2 is part of OldSkool by UsAaR33)
 
<uscript>
 
class RMusic_CoopGameInfo extends coopgame2;
 
 
event PostLogin( playerpawn NewPlayer )
 
{
 
local RMusic_Controller RMusic_Controller;
 
local RMusic_Save RMusic_Save;
 
local RMusic_Player RMusic_Player;
 
 
Super.PostLogin(NewPlayer);
 
 
if(Level.NetMode != NM_DedicatedServer && Level.NetMode != NM_ListenServer)
 
{
 
if(NewPlayer.GetEntryLevel() != none)
 
{
 
//we have to find music player in Entry level
 
foreach NewPlayer.GetEntryLevel().AllActors(class'RMusic_Player',RMusic_Player)
 
{
 
//then we stops currently played song
 
RMusic_Player.RMusic_Stop(false);
 
//and eventually add info about player/current level
 
if( RMusic_Player.bAuthoritative )
 
{
 
RMusic_Player.RMusic_LocalPlayer = NewPlayer;
 
RMusic_Player.RMusic_OldLevel = NewPlayer.Level;
 
}
 
}
 
}
 
}
 
}
 
</uscript>
 
 
====Console integration====
 
Subclass of UTConsole
 
<uscript>
 
class RMusic_Console extends UTConsole;
 
 
function DrawLevelAction( canvas C )
 
{
 
local RMusic_Player RMusic_Player;
 
local PlayerPawn PP;
 
 
if ( Viewport.Actor.Level.LevelAction == LEVACT_Loading ) // Loading Screen
 
{
 
PP = Root.GetPlayerOwner();
 
if(PP != none)
 
{
 
foreach PP.GetEntryLevel().AllActors(class'RMusic_Player', RMusic_Player) break;
 
 
if (RMusic_Player != none) RMusic_Player.RMusic_Stop(false);
 
}
 
}
 
Super.DrawLevelAction(C);
 
}
 
</uscript>
 
  
 
==Download==
 
==Download==
 
'''link:''' [http://turniej.unreal.pl/files/RMusicPlayer.zip]
 
'''link:''' [http://turniej.unreal.pl/files/RMusicPlayer.zip]

Revision as of 06:09, 27 May 2008

About

RMusicPlayer is new version of RvMp3Player. The code has been completly rewritten, this time using FMODEX. Features:

  • Mod support (you can subclass RMusic_Player to define new music directory)
  • Save support in SP games
  • Supports many audio files (flac, mp2, mp3, ogg, wma, wav)
  • Crossfades/fades in/fades out music

Current bugs (will be fixed):

  • DSP plugins - everything loads fine, but I can't hear difference :)
  • You can't have more then one DSP plugin
  • Additional codecs doesn't work

ToDo:

  • Add complete readme about RMusic_Player native function, non-native functions and variables
  • Fix DSP plugin architecture
  • Fix loading additional codecs

Class tree

+- Actor_(UT)
   +- RMusic_Component - holds everything toghether and implements some basic functions
       +- RMusic_Controller - controls RMusic_Player
       +- RMusic_Player - plays music. This class is spawned either by RMusic_Controller or game type/console.
       +- RMusic_Save - spawned by RMusic_Controller. Stores information about last used RMusic_Controller

Download

link: [1]