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[UT] RMusicPlayer beta - music player for UT.

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User avatar Raven
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Post Posted: 01 Jun 2008, 12:43

Done few changes to native part. Now music stops automatically if you're trying to play new one and didn't stop previous. Expect update this evening :).
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User avatar Buff Skeleton
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Post Posted: 01 Jun 2008, 15:39

Trying out the new version; I updated the gameinfo code and all, but I'm still getting the crashes if I haven't started a game from a normal save. This crash also happens if I start a new game from UT and trigger music before saving:

Code: Select all

General protection fault!

History: UObject::ProcessEvent <- (RMusic_Player Entry.RMusic_Player0, Function RMusicPlayer.RMusic_Player.BeginPlay) <- ULevel::SpawnActor <- (RMusic_Player) <- UObject::ProcessEvent <- (Trigger EXU2-BI01-Stupid.Trigger16, Function Engine.Trigger.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::MoveActor <- APawn::physWalking <- APawn::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop


Oh, and now I'm even getting this when I load from a regular save. Weird.

UT log:

Code: Select all

Init: RMusic_Player :: RMusic_Startup :: System created
Init: RMusic_Player :: Plugin Found :: codec_mac.dll
Init: RMusic_Player :: RMusic_Play :: Plugin codec_mac.dll loaded
Critical: UObject::ProcessEvent
Critical: (RMusic_Player Entry.RMusic_Player0, Function RMusicPlayer.RMusic_Player.BeginPlay)
Critical: ULevel::SpawnActor
Critical: (RMusic_Player)
Critical: UObject::ProcessEvent
Critical: (Trigger Save20.Trigger16, Function Engine.Trigger.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: APawn::physWalking
Critical: APawn::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop

User avatar Raven
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Post Posted: 01 Jun 2008, 15:49

I don't know what this error mean :)

EDIT:
OK, I've done quicksave/quickload and save/load and nothing happens... well music starts as usual, but nothing except that.

EDIT 2:
Every single change will be in first post!

EDIT 3:
Waff, in SDK you have RMusic_SingleGameInfo2 (only save support) try using this one.

PS. I've released new version (fixed triggering on dedicated server)
Last edited by Raven on 01 Jun 2008, 16:40, edited 1 time in total.
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User avatar Buff Skeleton
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Post Posted: 01 Jun 2008, 16:38

OK, I'll try that and report back with results (I downloaded the new version first, too).

[Edit1] Using the RMusic_SingleGameInfo2 code. No crashing when I trigger music from a new game, a normal load, or a quickload! \o/

However, if I start a map where music is not playing, trigger the music, and then restart, the music keeps playing, even if I load an entirely different map. :P I can get around this by having a silent MusicController set to PlayOnStart, but wasn't there a way to make the music stop when loading or restarting a map? I remember this issue from the old RvMp3Player code.

Oh, SOMETIMES the music stops when I load a different save or restart the map, but usually it keeps playing.

Also--this is really minor, but--perhaps later on you could add a display of what the volume is above the volume control bar, so that you know if you are at 0.63 or 0.75 or whatever. Just might make it easier for OCD people like me to get their slider just where they want it. :)

User avatar Raven
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Post Posted: 01 Jun 2008, 17:05

OK, It's few changes in gameplay code, will check it out. And no problem, will change menu to display current volume. I'll update everything tonight.

EDIT:

I've made few changes in RMusic_SingleGameInfo2 and RMusic_Controller. Now gametype detects if you've loaded a save and stops music if something is playing.
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User avatar Buff Skeleton
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Post Posted: 01 Jun 2008, 18:28

Everything seems to work perfectly offline now. I'll keep testing later today, and I'll test the dedicated / listen server stuff again.

Thanks for your hard work, Raven. :)

User avatar Raven
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Post Posted: 01 Jun 2008, 18:33

Np. There's one thing I'll fix on dedicated/listen server (it doesn't affect stability, but will look nicer :P). But on dedicated/listen servers you should just use pure gameplay, without any RMusicPlayer implementations (since RMusic_Player will detect levelchange).
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User avatar Buff Skeleton
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Post Posted: 01 Jun 2008, 18:45

So remove any code from my CoopGameInfo before testing? Will do.

User avatar Raven
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Post Posted: 01 Jun 2008, 22:57

RMusicPlayer updated. In menu you can see current volume (0-100).

EDIT:
Are there any bugs/crashes ??

I found that DSP may need to load whole audio file into memory. I can add it as an option.
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User avatar Buff Skeleton
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Post Posted: 06 Jun 2008, 01:41

Been a while and I still haven't tested coop yet, but I have experienced no bugs or crashes. :)

User avatar Frieza
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Post Posted: 07 Jun 2008, 16:00

Would this work for online Deathmatch maps?

User avatar Buff Skeleton
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Post Posted: 07 Jun 2008, 16:34

I don't see why it wouldn't. Raven said that the gametype code is only necessary for controlling save/loads now; the rest is controlled client-side.

User avatar zYnthetic
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Post Posted: 07 Jun 2008, 17:53

It has before. Admittedly this is the one way I tested it myself.
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User avatar Raven
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Post Posted: 08 Jun 2008, 18:38

It should work without any problems.
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User avatar ElectricIce
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Post Posted: 09 Jun 2008, 14:15

so how far is it from finish? xD

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