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Sa-mp [REL] Audio Plugin v0.5


Andrius1993

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Audio Plugin v0.5

This plugin creates a TCP server that can communicate with external clients to transfer and play back audio files, stream audio files from the Internet, and control in-game radio stations. It has several features, including:

Seamless integration with SA-MP

Audio playback with looping, pausing, resuming, and stopping, restarting, seeking, and volume adjusting

Internet audio file streaming that supports nearly all online stations, including SHOUTcast and Icecast

Sequence system for gapless playback of multiple audio files

Support for multiple audio streams per client

In-game 3D sound support with dynamic volume adjustment and panning

Support for MOD, WAV, AIFF, MP3/MP2/MP1, OGG, WMA, FLAC, MIDI, WV, SPX, MPC, AC3, AAC, ALAC, TTA, and APE formats

Support for multiple sound effects that can be applied instantly

In-game radio station adjustment support

Audio pack system for organizing audio files and ensuring easy distribution among clients

Local file transfers with CRC checks and remote file transfers with file size checks to ensure that files do not get re-downloaded

Changelog

v0.5:

- Completely rewrote the networking code and greatly optimized many parts of both the client plugin and the server plugin

- Added panning (directional sound) support to Audio_Set3DPosition

- Added Audio_Remove3DPosition

- Added MIDI file support and MOD music support

- Added native and callback for getting an audio file's current position in seconds via Audio_GetPosition and Audio_OnGetPosition

- Renamed Audio_Seek to Audio_SetPosition

- Added three natives and one callback for in-game radio station adjustment via Audio_SetRadioStation, Audio_StopRadio, and Audio_OnRadioStationChange

- Added native for sending custom messages to players via Audio_SendMessage

- Added extra parameter to Audio_SetPack for automated file transfers

- Removed the audio file extraction system, OptimFrog (OFR) support, EAX support via Audio_SetEAX and Audio_RemoveEAX, manual 3D offset adjustment via Audio_Set3DOffsets, and the Audio_OnSetPack callback (Audio_SetPack now returns a result)

Refer to readme.txt in the server package for the full changelog.

Natives

Audio_CreateTCPServer(port);

Creates the TCP server

Note #1: This must be on the same port that the SA-MP server is using. It must also be forwarded properly.

Note #2: This is done automatically via callback hooking.

Audio_DestroyTCPServer();

Destroys the TCP server

Audio_SetPack(const audiopack[], bool:transferable = true, bool:automated = true);

Maps audio files specified under the audio pack name in audio.ini and specifies whether the audio pack should be transferable and automated

Note #1: If the pack is not transferable, no CRC or file size checks will take place server-side. The files in the pack will only be checked if they exist client-side.

Note #2: If the pack is automated, it will transfer to all connected players as soon as it is set and to all future players as soon as they connect. If it is not automated, the Audio_TransferPack native must be used instead.

Audio_IsClientConnected(playerid);

Returns the player's TCP server connection status

Audio_SendMessage(playerid, const message[]);

Sends a custom message to a player

Note: This message will appear in the player's log if logging is enabled client-side.

Audio_TransferPack(playerid);

Transfers the currently set audio pack to a player

Note: If automatic transfers are enabled, this native will not work.

Audio_CreateSequence();

Creates a sequence

Note: This returns a sequence ID.

Audio_DestroySequence(sequenceid);

Destroys a sequence

Audio_AddToSequence(sequenceid, audioid);

Adds a mapped audio file to a sequence

Audio_RemoveFromSequence(sequenceid, audioid);

Removes all instances of a mapped audio file from a sequence

Audio_Play(playerid, audioid, bool:pause = false, bool:loop = false, bool:downmix = false);

Plays a mapped audio file for a player and specifies whether it should start paused, whether it should be looped, and whether the audio stream should be downmixed to mono

Note: This returns a handle ID.

Audio_PlayStreamed(playerid, const url[], bool:pause = false, bool:loop = false, bool:downmix = false);

Streams a URL for a player and specifies whether it should start paused, whether it should be looped, and whether the audio stream should be downmixed to mono

Note: This returns a handle ID.

Audio_PlaySequence(playerid, sequenceid, bool:pause = false, bool:loop = false, bool:downmix = false);

Plays a sequence for a player and specifies whether it should start paused, whether it should be looped, and whether the audio stream should be downmixed to mono

Note: This returns a handle ID.

Audio_Pause(playerid, handleid);

Pauses playback for an audio stream assigned to a player's handle ID

Audio_Resume(playerid, handleid);

Resumes playback for an audio stream assigned to a player's handle ID

Audio_Stop(playerid, handleid);

Stops playback for an audio stream assigned to a player's handle ID

Audio_Restart(playerid, handleid);

Restarts playback for an audio stream assigned to a player's handle ID

Audio_GetPosition(playerid, handleid, const callback[] = "Audio_OnGetPosition");

Gets the position in seconds for an audio stream assigned to a player's handle ID and stores it in the specified callback

Note: The callback, by default, is Audio_OnGetPosition. A custom callback may be used that resembles the form of the default callback, but it must be forwarded in the script.

Audio_SetPosition(playerid, handleid, seconds);

Sets position in seconds for an audio stream assigned to a player's handle ID

Audio_SetVolume(playerid, handleid, volume);

Adjusts volume (0-100) for an audio stream assigned to a player's handle ID

Audio_SetFX(playerid, handleid, type);

Applies a sound effect to an audio stream assigned to a player's handle ID

Note: Valid values for type are as follows:

0: Chorus

1: Compression

2: Distortion

3: Echo

4: Flanger

5: Gargle

6: I3DL2 Reverb

7: Parametric Equalizer

8: Reverb

Audio_RemoveFX(playerid, handleid, type);

Removes a sound effect from an audio stream assigned to a player's handle ID

Note: Valid values for type are listed above.

Audio_Set3DPosition(playerid, handleid, Float:x, Float:y, Float:z, Float:distance);

Sets the 3D position (game world coordinates) of an audio stream assigned to a player's handle ID

Note: The audio stream must be downmixed to mono (see the last parameter of Audio_Play, Audio_PlayStreamed, and Audio_PlaySequence) for panning to work properly.

Audio_SetRadioStation(playerid, station);

Sets a player's current in-game radio station

Note: Valid values for station are as follows:

0: Radio Off (Emergency Vehicle Radio)

1: Playback FM

2: K-Rose

3: K-DST

4: Bounce FM

5: SF-UR

6: Radio Los Santos

7: Radio X

8: CSR 103.9

9: K-Jah West

10: Master Sounds 98.3

11: WCTR

12: User Track Player

Audio_StopRadio(playerid);

Stops, or turns off, a player's in-game radio station

Callbacks

Audio_OnClientConnect(playerid);

Called when a player connects to the TCP server

Audio_OnClientDisconnect(playerid);

Called when a player disconnects from the TCP server

Audio_OnTransferFile(playerid, file[], current, total, result);

Called when a player completes the transfer of a file

Note: The result can be one of the following:

0: Local file downloaded successfully

1: Remote file downloaded successfully

2: File passed CRC check or file size check

3: Error transferring or checking file

Audio_OnPlay(playerid, handleid);

Called when a player starts any event associated with a handle ID

Audio_OnStop(playerid, handleid);

Called when a player stops any event associated with a handle ID

Audio_OnTrackChange(playerid, handleid, track[]);

Called when a player reports that a track change has occurred in an online station

Audio_OnRadioStationChange(playerid, station);

Called when a player changes the radio station in-game

Audio_OnGetPosition(playerid, handleid, seconds);

Called by default when a result from Audio_GetPosition is retrieved

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