04.03.2010, 18:38
Quote:
Originally Posted by Wicko
What I mean is, simply saying, creation (and manipulation) of audio on specific coordinates without a need to create it for every player (and later - for every joining player). It would allow gamemodes to manipulate these sounds (volume, position, even stopping) without a need for storing every listener's ID to apply changes for every stream separately. It requires using relatively big amount of memory and inefficient PAWN loops. I've written a framework to handle the plugin the way I want, but it simply limits me.
Regards |
pawn Код:
public
OnPlayerConnect(playerid)
{
new
areaid = CreateDynamicSphere(10.0, 10.0, 10.0, 25.0, -1, -1, playerid),
handleid = Audio_Play(playerid, 1);
Streamer_SetIntData(STREAMER_TYPE_AREA, areaid, E_STREAMER_EXTRA_ID, handleid);
}
public
OnPlayerEnterDynamicArea(playerid, areaid)
{
new
handleid = Streamer_GetIntData(STREAMER_TYPE_AREA, areaid, E_STREAMER_EXTRA_ID);
Audio_Stop(playerid, handleid);
}
Quote:
Originally Posted by SiJ
BTW I noticed that there are
Audio_AddPlayer() Audio_RemovePlayer() in audio.inc What does they do? |
Quote:
Originally Posted by SiJ
Another problem:
Remote audio files stops.. here's my audio.ini [music_pack] 1 = Track1.mp3 2 = http://www.mywebsite.com/music/Track2.mp3 If I start ID 1, everything works.. But if I start 2, it shows (messages on Audio_OnPlay and Audio_OnStop) Music has been started (handleid 1) Music has been stopped (handleid 1) BTW It shows that File "Track1.mp3" successfully transfered. Remote file "Track2.mp3" successfully transfered. All files has been transfered. Note: I've changed some default message's texts, but it says something similar.. |