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MP3 Player Issues [Everything seems to be fixed for good!]

For questions and discussion about UnrealEd, UnrealScript, and other aspects of Unreal Engine design.

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User avatar Hellscrag
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Post Posted: 02 Jan 2008, 00:19

Waffnuffly wrote:Yeah, I definitely remember that issue. It happened most noticeably on The Sunspire, when you saved within the spire and then loaded. You got the music that plays when you are outside instead.

Looking forward to the fix. :)


That's also the example that springs to mind for me, too... although, song section 0 was actually one of the reasons why exploring the Sunspire for the first time made such an impact on me.

Na Pali Haven also springs to mind... no music for most of the map the first few times I played it!
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User avatar Raven
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Post Posted: 02 Jan 2008, 11:56

http://www.sendspace.com/file/ldd0ec - Should work. I've made a special actor - RSaveController, which will store currently used controller. Again I dunno if it'll work online.
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User avatar Buff Skeleton
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Subject:

Post Posted: 02 Jan 2008, 18:12

\o/ At last, everything works! Thanks for the scripts. This really makes EXU a hell of a lot more interesting when the right music (and not the same old stuff) can be used!

User avatar Raven
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Post Posted: 02 Jan 2008, 19:17

No problem. Glad it's finally ready to use :).
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User avatar Buff Skeleton
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Subject:

Post Posted: 02 Jan 2008, 19:45

I will let you know if I find any other bugs. Otherwise, looks like it's good to go.

And for distribution with a mod, I'm guessing I will need to include the fmod.zip and readme from the original release, too, right?

User avatar Raven
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Post Posted: 02 Jan 2008, 20:04

In file available at wiki everything is described :) I have to update wiki with new functions
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User avatar Buff Skeleton
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Subject:

Post Posted: 02 Jan 2008, 23:07

OK, I think I found one more thing.

If you make a hard save while music is playing and load the next map (which has silence at the start), the music stops as it should. When you reload the hard save, the music that was supposed to play then plays.

However, if you made a quicksave instead of a hard save, reloading the quicksave will result in silent music. I can't really explain this, but I found another accessed none in my logs:

ScriptWarning: RMp3Player Entry.RMp3Player1 (Function RvMp3Player.RMp3Player.Tick:003A) Accessed None

I consistently get four of these in a row every time I make a save.

It seems to be an isolated problem, though, and I still haven't ruled out corrupted saves. I cleared all of my saves and am starting over another play test of my campaign to make sure it's not just something on my end.

User avatar Raven
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Post Posted: 03 Jan 2008, 00:26

Madness, as you know, is like gravity…all it takes is a little push!
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User avatar Buff Skeleton
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Subject:

Post Posted: 03 Jan 2008, 19:47

Nice work, Raven. This time I find no warnings in the logs and saves / quicksaves both work in all sorts of combinations. Thanks again for getting to these fixes so quickly!

User avatar zYnthetic
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Subject:

Post Posted: 30 Jan 2008, 04:10

Is MusicDirectory a todo item? It seems the location is relative to the dll rather than the unr. With a mod folder struct ilke 7B, even with the int/u in ut/7b/system music will only work from ut/music, rather than ut/7b/music.
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User avatar Raven
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Post Posted: 30 Jan 2008, 09:20

Music directory doesn't work, and it's on TODO list. Yes, it's relative to dll :P
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