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Showing results for tags 'music'.
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How to play music with 3D effect in the right place, not in the background? And how can it be realized?
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Version 1.0.0
1163 downloads
Description: This resources provides the ability to create/control sound in 3D via custom API. Also demonstrates the ability to use custom urls (Radio streams). 3D sound should be synced automatically without the need of extra work. Notes: - This resource represents basic functioning of CEF sounds using very basic 3D implementation - This resource becomes obsolete when RAGEMP releases 1.1 dp2 which introduces 3D sound API. - This resource doesn't support local mp3 due to some reason with soundManager2. I'll look into it later... - This resource doesn't support Frontend sound atm, it's really easy to implement it yourself. API: // Client-side // FUNCTIONS mp.game.audio.playSound3D(url, pos, volume, range, dimension) /* * url: string (Required) [Links and local package:// protocol are supported] * pos: vector3 (Required) * volume: int (Optional, Default: 1) [Range: 0 to 1] * range: int (Optional, Default: 60) [Max Range: 60] * dimension: (Optional, Default: 0) * Returns Object. * Object Properties: - id (sound's ID) - url (sound's url) - pos (sound's position) - volume (sound's volume) - range (sound's max range) - dimension (sound's dimension) - listeners (players array that are listening to the sound) - paused (If sound is paused) */ mp.game.audio.setSoundVolume(id, volume); /* * id (Sound's ID) * volume (sound's volume) Range (0.1 - 1) */ mp.game.audio.setSoundPosition(id, pos); /* * Useful for portable sound * id (Sound's ID) * pos (sound's new position) */ mp.game.audio.setSoundRange(id, range); /* * id (Sound's ID) * range (Max Range 60) (Increase it by editing the maxRange...) */ // EVENTS: /* * EventName: audioFinish * params: soundID (Sound's ID that is finished Playing) */ /* * EventName: audioError * params: soundID (Sound's ID that had error), errorObject {code: 'error code', error: 'error description'} */ // Example let sound = mp.game.audio.playSound3D('http://rfcmedia.streamguys1.com/MusicPulse.mp3', pos, 60, 1, 0); sound.destroy(); // Destroys the sound sound.pause(); // Pauses the sound sound.resume(); // Resumes the sound If you have any issues or suggestions, you know the usual routine. Credits: - Thanks to George for his 3D voice method. - Thanks to soundManager 2 for bringing music to life in CEF I wish you'll enjoy some epic music. -
Version 1.0.1
612 downloads
Internet radio over colshapes using CEF. Scope of application: custom clubs, interiors. Default location is the Galileo Observatory (behind the monument). Default radio station - Wacken Radio (DE). Installation: I. Put server files to: server-files\packages\yourGameMode II. Add require('./rStreamColshapes'); to your server's index.js III. Put client files to: client_packages then edit your client's index.js and add require('./rStream'); To change radio stream url, edit index.html here: client_packages\cef\rStream\index.html GitHub -
Hello, I'm trying to play custom music in game using CEF, but It only works when audio is very short (less then 10s). I'm using .ogg format and this code: function playAudio() { let myAudio = new Audio("sampel.ogg"); myAudio.play(); myAudio.volume = 0.1; } Is there any limit to using custom songs?