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UE1:RMusicPlayer
From Unreal Wiki, The Unreal Engine Documentation Site
Contents
About[edit]
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
Class tree[edit]
+- 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
Advanced usage (gametype/console integration)[edit]
This are just two simple samples. More can be found in zip file.
Gametype integration with save support[edit]
Subclass of SinglePlayer2 (SinglePlayer2 is part of OldSkool by UsAaR33)
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) { //we have to find out we're in save or not 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 save controller is found, we have to restore music if(RMusic_Controller != none) RMusic_Controller.EVENT_Player(); else { //we found RMusic_Save, so RMusic_Controller is used, but wasn't activated. We have to stop the music if playing RMusic_Player = class'RMusic_Component'.static.Find_RMusicPlayerByPPawn(NewPlayer,none,true); if( RMusic_Player != none) { if( RMusic_Player.RMusic_IsPlaying() ) RMusic_Player.RMusic_Stop(); } } } }
Console integration[edit]
Subclass of UTConsole
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) { if(PP.GetEntryLevel() != none) { foreach PP.GetEntryLevel().AllActors(class'RMusic_Player', RMusic_Player) break; if (RMusic_Player != none && RMusic_Player.RMusic_IsPlaying()) RMusic_Player.RMusic_Stop(); } } } Super.DrawLevelAction(C); }
Changelog[edit]
- v 0.1.4
- File is searched in all paths ([Core.System] in main ini) with *.umx
- v 0.1.3
- added information about current volume to the menu.
- removed unused configuration from advanced options->audio
- v 0.1.2
- RMusic_Controller spawns RMusic_Save at startup
- RMusic_SingleGameInfo2 detects save and stops/plays correct music
- v 0.1.1
- fixed Trigger function in RMusic_Controller
- in RMusic_Player function RMusic_Play stops music (if something is playing), before playing new one
- v 0.1.0
- added new RMusic_Controller actions (AC_Pause and AC_UnPause)
- DSP manager moved form RMusic_Controller into RMusic_DSPController
- new samples in SDK (integration with gametype and playerpawn)
- v 0.0.3
- fixed fade in/out/corssfade bug
- fixed crashes on dedicated server
- added DSP related functions into RMusic_Player
- v 0.0.2 (first public release)
- fixed few RMusic_Player bugs
Download[edit]
As always source code is included in zip file.
Unreal Tournament[edit]
link: RMusicPlayer 0.1.4 (~694kb)