Once I get that upgrade to 36-hour days, I will tackle that. – Mychaeel
UE1:RMusic Controller
Contents
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
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)
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
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); }