Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel

Difference between revisions of "UE1:RMusic Controller"

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m (Gametype integration with save support)
m
Line 111: Line 111:
 
* '''TRANS_Fade''' - Smooth fade
 
* '''TRANS_Fade''' - Smooth fade
 
'''Description:''' Transition type
 
'''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)
 
        {
 
                //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();
 
}
 
}
 
        }
 
}
 
</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)
 
{
 
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);
 
}
 
</uscript>
 

Revision as of 04:45, 2 June 2008

This class is part of RMusicPlayer by Raven

About

RMusic_Controller is part of RMusicPlayer beta. It controls RMusic_Player.

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