Sound unlimited
#1

Hi all

I had an idea of making a standalone sound client, but for now im involved in too many projects to code this right now so im putting the idea out there if someone would pick it up, otherwise i will get back to this later.

Sound unlimited is not hacking into neither sa-mp client or server, its simply a standalone client sound player that is controlled by a server, in the sa-mp case this would be a plugin. The client simply plays high quality sound and runs in the background on the client machine, very much like a teamspeak client, however there is no streaming so lagging issues are eliminated - All sound ressources are downloaded with the client as soundpacks. This architecture also makes this software game independent.

It would allow the servermod to play any sound to the client you wish and can be completely game event controlled through a plugin, for example:

- Sound volume adjustable by the distance between player and sound source
- New car radio with tunes of your choice
- Sirens on any vehicle
- Interior music of your choice
- Phone ringing tunes
- Car alarms, house alarms
- ect..ect..ect..

Net packet overhead would be very little at the plugin only sends short commands to the client.

Feel free to comment
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#2

So you can have them hear any music you want
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#3

Any music, any sound..You can even record your own sounds for your mod. This architecture pretty much have no limits beside the fact that you cant remove existing sounds.
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#4

sounds like the perfect idea!
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#5

nice. I love sirens in any car. Secret PD car forever xD. When do you have it done ? :P
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#6

Quote:
Originally Posted by b00m
nice. I love sirens in any car. Secret PD car forever xD. When do you have it done ? :P
he says is an idea he dosent even start yet
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#7

This is one of the best ideas anyones had so far.
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#8

Thanks for the comments..sigh..so many ideas so little time..As meantioned i will get back to this if nobody will get this going..If someone out there want to help split up the work and can write c++ that will help too, just pm me. Otherwise i will get started on this when time permits and sadly its not right now..
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#9

btw if you will do it, do you can try do: turn on/off car engine or lights ?
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#10

Playing sound for turning engine on/off would be no problem, however lights has nothing to do with sound. Anyways when this is done you will be able to choose yourself what sounds will be played and for which player on any game event. The plugin will provide natives that you control this with through pawno, something like

PlaySoundForPlayer(playerid,soundid,volume);

Remember all sounds/music you will create yourself in a sound pack which then is downloaded by your users, its also in this soundpack you specify what soundid belongs to what sound.
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#11

Yes - it follows there will be some presound checks on what sound files are existing on the client, and yes this will have to be in a submap of scriptfiles as plugins are not allowed to mess with files outside that folder, which btw creates no problem at all here. These prechecks will be inside the core plugin so users dont have to check for it scriptwise, the natives will return 0 on error if a sound file doesnt exist on client.
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#12

am i allowed to hook it in gta sa cuz if i am allowed i could make headlights engines [Simply new feathers into sa-mp] if not the only what i will be able to do is radio program.
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#13

Quote:
Originally Posted by Alex
I had not seen that post, it may come as a shock to you but i have not seen any and all posts that you wrote. If you wanna take credit for the idea you can certainly do so as you apperently posted on this first, on a different board i might add, its completely indifferent to me. My goal was to create some attention to the subject so someone maybe would get this going.

Quote:
Originally Posted by Alex
Secondly, there's a major flaw in your logic here:

Quote:
Originally Posted by hansen111
Yes - it follows there will be some presound checks on what sound files are existing on the client, and yes this will have to be in a submap of scriptfiles as plugins are not allowed to mess with files outside that folder, which btw creates no problem at all here.
Quote:
Originally Posted by hansen111
however there is no streaming so lagging issues are eliminated - All sound ressources are downloaded with the client as soundpacks.
The client is VERY outside the scriptfiles folder, thus you ARE modifying files outside scriptfiles if you're not streaming or caching sounds.
Yes you are right here off course, as its a standalone application all files should be within that application and have nothing to do with sa-mp client folder.
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#14

actually that aren't nice i was gonna make bots by this way [witch doesn't take space from players count] by creating actor from [hooked scm] then syncing it into the game.

PS:but i recpact your wish
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#15

Quote:
Originally Posted by Alex
I wasn't having a go, if you hadn't seen it that's fair enough.
Good, its still a very good idea i think. If you plan on doing something on this sometime drop me a pm, i will be happy to help share workload.
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#16

Is there a way i can make a online radio station linked to sa-mp?
The station is 538(dutch) en when people are typing /538 they hear the radio, possible?
Or the server just play from the .asx file?
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#17

Quote:
Originally Posted by jerbob1992
Is there a way i can make a online radio station linked to sa-mp?
The station is 538(dutch) en when people are typing /538 they hear the radio, possible?
Or the server just play from the .asx file?
This would involve live streaming which would have serious impact on packet overhead and proberly cause lag if it where to go through the plugin. Best way to minimize packet overhead is to hold the structure as lined out in first post where all sound reasources are static sound files downloaded as soundpacks to a specific servermod.
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#18

It would have been so nice to have an command like: /radio
And you can choose from like 25 and activating radio cost 25000 or something
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#19

Quote:
Originally Posted by jerbob1992
It would have been so nice to have an command like: /radio
And you can choose from like 25 and activating radio cost 25000 or something
You could still do this, however it would be static recordings from the station, prettty much in the same way as the radio in GTA already.
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#20

Good news..DragSta sent me a pm today and announced he will take part in making this, so i guess this will result in something. We will be making first tests this weekend communicating between plugin and client...stay tuned..
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