UE1:RMusic Controller: Difference between revisions

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m New page: __TOC__ ==About== RMusic_Controller is part of RMusicPlayer beta. It controls RMusic_Player. ==Usage== In ActorBrowser find Actor->RMusic_Compo...
 
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__TOC__
__TOC__
'''''This class is part of [[UE1:RMusicPlayer|RMusicPlayer]] by [[User:Raven|Raven]]'''''


==About==
==About==
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'''Description:''' If true, special RMusic_Save will be spawned to track last used controller
'''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




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* '''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 && 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==
'''link:''' [http://turniej.unreal.pl/files/RMusicPlayer.zip]

Latest revision as of 07:06, 4 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: 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