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It will be enough to make Audio_CreateTCPServer return the value, 1 - success, 0 - port in use.
And if it's in use, just create TCP Server in some seconds using a timer.
I hope it's not hard to do this.
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This is very good, however, I want *.MID files to be supported
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You can download audio.inc ask?
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mprofitt: In my development version, Audio_CreateTCPServer returns 1 on success and 0 on failure. I can probably fix the problem with the socket not closing on Linux, but I need to take a better look at it. For now, just use a timer.
I have also done some work to remove many of the imposed limits in the plugin (files, sequences, handle IDs, and a few other things), but this will probably require a client update—however, the general stability should be improved as well, so it is recommended to update anyway. I might add a few new features to this version too, such as in-game radio station control and native 3D playback, but again, I need to do some more research when I find time. Feedback is welcome if anyone is interested.
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CrαcK/cyber_punk: Sorry about that—I guess I didn't test the Windows version thoroughly enough. A new link is available in the first post.
Wicko: That's good to hear. 500 active players is definitely a testament to the plugin's stability. Out of curiosity, how many of those do you suspect were connected to the TCP server? About your CPU usage, I'm not really sure what would be causing it other than maybe multiple file transfers. While I was fixing the Windows version, I also moved the CRC and file size checks to the thread that sets the audio pack, so those are now only performed once (as they should have been). That might make some difference, so try it out.
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How to play the sound ingame huh?
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i tried somethings work and others don't and your tutorial doesn't help much either could you please put some more explanation about it
Thankls
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Everything you need to know is in the first two posts.
Wicko: I think I might know why some people can't download files properly. Is it possibly because they have Unicode characters in their directory paths? In any case, I've just added full Unicode support to the client-side plugin, so please direct them to the newest installer if you can (this version self-installs the .NET Framework as well). If that doesn't work, then I'm really not sure what else could be wrong!
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Its not in these posts :[
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Well, that is unfortunate. I don't really know what else could be wrong, especially if it was running fine with 500 players connected (the high CPU usage notwithstanding). I assume it had been running for several days, though, before it finally froze? Also, how long ago did you update (if you updated at all) to the version that I put up after I fixed the Windows bug?
It's good to hear that the client works properly now. I suspected that Unicode characters might have been the problem.