[REL] Audio Plugin by Incognito

In jos

[REL] Audio Plugin by Incognito

Mesaj Scris de dodo la data de Lun Iul 05, 2010 7:49 pm

Ce este?

Acest plugin te lasa sa asculti melodii pe un server de SA-MP.
Vor
auzi melodia care va fi pornita de unul dintre administratorii/useri
serverului (in functie de scripting), doar cei ce au instalat si
clientul audio in San Andreas-ul lor.

Ce Contine?/Download

[Trebuie sa fiti inscris si conectat pentru a vedea acest link] (Windows) ([Trebuie sa fiti inscris si conectat pentru a vedea acest link])
[Trebuie sa fiti inscris si conectat pentru a vedea acest link] (Windows and Linux) ([Trebuie sa fiti inscris si conectat pentru a vedea acest link])
[Trebuie sa fiti inscris si conectat pentru a vedea acest link] (Windows) ([Trebuie sa fiti inscris si conectat pentru a vedea acest link])
[Trebuie sa fiti inscris si conectat pentru a vedea acest link] (Cross-Compatible) ([Trebuie sa fiti inscris si conectat pentru a vedea acest link])

Daca serverul tau este pe windows atunci ai nevoie de [Trebuie sa fiti inscris si conectat pentru a vedea acest link] minim sau mai mare, altfel pluginul nu va functiona!

Tutorial De Instalare!

[Trebuie sa fiti inscris si conectat pentru a vedea acest link]


Date Importante:

Quote
Natives


  • Audio_CreateTCPServer(port);

    • Creates the TCP server (done automatically—no need to use unless restarting); note that this must be on the same port that the SA-MP server is using


  • Audio_DestroyTCPServer();

    • Destroys the TCP server (no need to use unless restarting)


  • Audio_SetPack(const audiopack[], bool:transferable = true);

    • Maps
      audio files specified under the pack name in audio.ini, and sets
      whether the pack should be transferable (if it is not, then only CRC
      checks—or, if the files are remote, file size checks, and if it
      is an archive, file count checks—will take place)


  • Audio_CreateSequence();

    • Creates a sequence (returns the sequenceid)


  • Audio_DestroySequence(sequenceid);

    • Destroys a sequence


  • Audio_AddToSequence(sequenceid, audioid);

    • Adds a mapped audio file to a sequence


  • Audio_RemoveFromSequence(sequenceid, audioid);

    • Removes all instances of a mapped audio file from a sequence


  • Audio_Play(playerid, audioid, bool:pause = false, bool:loop = false, bool:downmix = false);

    • Plays
      a mapped audio file for a client and specifies whether it should start
      paused, whether it should be looped, and whether the audio stream
      should be downmixed to mono (returns the handleid)


  • Audio_PlaySequence(playerid, sequenceid, bool:pause = false, bool:loop = false, bool:downmix = false);

    • Plays
      a sequence for a client and specifies whether it should start paused,
      whether it should be looped, and whether the audio stream should be
      downmixed to mono (returns the handleid)


  • Audio_PlayStreamed(playerid, const url[], bool:pause = false, bool:loop = false, bool:downmix = false);

    • Streams
      a URL for a client and specifies whether it should start paused,
      whether it should be looped, and whether the audio stream should be
      downmixed to mono (returns the handleid)


  • Audio_Pause(playerid, handleid);

    • Pauses playback for an audio stream assigned to a player's handleid


  • Audio_Resume(playerid, handleid);

    • Resumes playback for an audio stream assigned to a player's handleid


  • Audio_Stop(playerid, handleid);

    • Stops playback for an audio stream assigned to a player's handleid


  • Audio_Restart(playerid, handleid);

    • Restarts playback for an audio stream assigned to a player's handleid


  • Audio_Seek(playerid, handleid, seconds);

    • Seeks playback in seconds for an audio stream assigned to a player's handleid


  • Audio_SetVolume(playerid, handleid, volume);

    • Adjusts volume (0-100) for an audio stream assigned to a player's handleid


  • Audio_Set3DPosition(playerid, handleid, Float:x, Float:y, Float:z, Float:distance);

    • Sets the 3D position (game world coordinates) of an audio stream assigned to a player's handleid


  • Audio_Set3DOffsets(playerid, handleid, Float:x, Float:y, Float:z);

    • Sets the 3D offsets of an audio stream assigned to a player's handleid (audio stream must be downmixed or encoded in mono)


  • Audio_SetFX(playerid, handleid, type);

    • Applies
      a sound effect an audio stream assigned to a player's handleid (audio
      stream must be downmixed or encoded in mono); valid values are as
      follows:

      • 0: Chorus


      • 1: Compression


      • 2: Distortion


      • 3: Echo


      • 4: Flanger


      • 5: Gargle


      • 6: I3DL2 Reverb


      • 7: Parametric Equalizer


      • 8: Reverb



  • Audio_RemoveFX(playerid, handleid, type);

    • Removes
      a sound effect from an audio stream assigned to a player's handleid
      (audio stream must be downmixed or encoded in mono); valid values are
      listed above


  • Audio_SetEAX(playerid, environment);

    • Sets
      the client's EAX environment for both all active audio streams (must be
      downmixed or encoded in mono) and the game itself; valid values are as
      follows (note: this setting will not work in Windows Vista or
      higher as Microsoft dropped support for DirectSound and DirectSound3D
      hardware acceleration):

      • 0: Generic


      • 1: Padded Cell


      • 2: Room


      • 3: Bathroom


      • 4: Living Room


      • 5: Stone Room


      • 6: Auditorium


      • 7: Concert Hall


      • 8: Cave


      • 9: Arena


      • 10: Hangar


      • 11: Carpeted Hallway


      • 12: Hallway


      • 13: Stone Corridor


      • 14: Alley


      • 15: Forest


      • 16: City


      • 17: Mountains


      • 18: Quarry


      • 19: Plain


      • 20: Parking Lot


      • 21: Sewer Pipe


      • 22: Underwater


      • 23: Drugged


      • 24: Dizzy


      • 25: Psychotic



  • Audio_RemoveEAX(playerid);

    • Removes the EAX environment for the player


  • Audio_IsClientConnected(playerid);

    • Returns the player's TCP server connection status


  • Audio_TransferPack(playerid);

    • Transfers the currently set audio pack to a player


Callbacks


  • Audio_OnClientConnect(playerid);

    • Called when a player connects to the TCP server


  • Audio_OnClientDisconnect(playerid);

    • Called when a player disconnects from the TCP server


  • Audio_OnSetPack(audiopack[]);

    • Called when an audio pack is set


  • Audio_OnTransferFile(playerid, file[], current, total, result);

    • Called when a player completes the transfer of a file; the result can be one of the following:

      • 0: Local file downloaded successfully


      • 1: Remote file downloaded successfully


      • 2: Archive extracted successfully


      • 3: File passed CRC check, file size check, or file count check


      • 4:
        File could not be downloaded, file did not pass the CRC or file size
        check, or archive could not be extracted (if the audio pack is
        non-transferable)



  • Audio_OnPlay(playerid, handleid);

    • Called when a player starts an audio file


  • Audio_OnStop(playerid, handleid);

    • Called when a player stops an audio file (including when the file finishes playing on its own)


  • Audio_OnTrackChange(playerid, handleid, track[]);

    • Called when a track change occurs in an online station

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