UE1:RMusic Controller: Difference between revisions

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Line 126: Line 126:
         Super.PostLogin(NewPlayer);
         Super.PostLogin(NewPlayer);


if(Level.NetMode != NM_DedicatedServer && Level.NetMode != NM_ListenServer)
if(Level.NetMode != NM_DedicatedServer)
{
{
if(NewPlayer.GetEntryLevel() != none)
if(NewPlayer.GetEntryLevel() != none)
Line 134: Line 134:
{
{
//then we stops currently played song
//then we stops currently played song
RMusic_Player.RMusic_Stop(false);
RMusic_Player.RMusic_Stop();
//and eventually add info about player/current level
//and eventually add info about player/current level
if( RMusic_Player.bAuthoritative )
if( RMusic_Player.bAuthoritative )
Line 172: Line 172:
Super.PostLogin(NewPlayer);
Super.PostLogin(NewPlayer);
if(Level.NetMode != NM_DedicatedServer && Level.NetMode != NM_ListenServer)
if(Level.NetMode != NM_DedicatedServer)
{
{
if(NewPlayer.GetEntryLevel() != none)
if(NewPlayer.GetEntryLevel() != none)
Line 180: Line 180:
{
{
//then we stops currently played song
//then we stops currently played song
RMusic_Player.RMusic_Stop(false);
RMusic_Player.RMusic_Stop();
//and eventually add info about player/current level
//and eventually add info about player/current level
if( RMusic_Player.bAuthoritative )
if( RMusic_Player.bAuthoritative )

Revision as of 06:45, 27 May 2008

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) <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) { 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(); //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) { 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(); //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>