Difference between revisions of "Hyperradio js OXP"
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I've often missed some background music while playing Oolite. Yes, it was possible to use other software for this (like Winamp, iTunes,...), but that's not the way it should be. Oolite was a little bit 'incomplete'. That was yesterday. | I've often missed some background music while playing Oolite. Yes, it was possible to use other software for this (like Winamp, iTunes,...), but that's not the way it should be. Oolite was a little bit 'incomplete'. That was yesterday. | ||
− | This device connects your ship-systems to the | + | This device connects your ship-systems to the HyperRadio stations. By sending it's ID your ship receives a coded hyperwave that is stored into the integrated memory. You are licenced to use this device for a period of 20 days. When the time is expired, you should make a short break at your local dealer for a new licence. Long journeys will become a lot more fun... |
Thanks to the dev-team for the new sound-stuff.<br><br> | Thanks to the dev-team for the new sound-stuff.<br><br> | ||
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Save your additions. That's it. Totaly easy. | Save your additions. That's it. Totaly easy. | ||
− | - Step 3: Fire up Oolite. Buy the | + | - Step 3: Fire up Oolite. Buy the HyperRadio (it is not everywhere available), launch from the station and go to the SYSTEM_DATA_SCREEN (F7). The connection has to be established, so wait a few seconds. When the connection is stable (the music is playing) step back to the cockpit view (F1). When the song is over... F7, back to F1,...<br><br> |
===DOWNLOAD=== | ===DOWNLOAD=== | ||
---- | ---- | ||
− | [[Media:Hyperradio1. | + | [[Media:Hyperradio1.06.zip | Hyperradio1.06.zip]] (407 KB) - This version runs ONLY under Oolite v1.71-test or higher!<br><br> |
===TESTED FORMATS=== | ===TESTED FORMATS=== | ||
---- | ---- | ||
− | This is a list of all formats that have been tested for the | + | This is a list of all formats that have been tested for the HyperRadio. Working formats are marked with YES, not working formats as no.<br>Thanks to all users who have sent in reports. |
{| width="100%" style="border: .5px solid #cfcfbf; padding: 1em 1em 1em; color: #000000; background-color: #f7f7f7; vertical-align: top; text-align: left;" | {| width="100%" style="border: .5px solid #cfcfbf; padding: 1em 1em 1em; color: #000000; background-color: #f7f7f7; vertical-align: top; text-align: left;" | ||
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Tested Systems: LINUX UBUNTU, MAC OS X, WIN 2000 and WIN XP.<br><br> | Tested Systems: LINUX UBUNTU, MAC OS X, WIN 2000 and WIN XP.<br><br> | ||
Not included formats: | Not included formats: | ||
− | AIFF, AU, AVR, CAF, HTK, IFF, MAT4, MAT5, MP3, OKI, PAF, PVF, SD2, SDS, SF, VOC, W64, WAVEX, XI and MS 8-Bit PCM.wav<br> | + | AIFF, AU, AVR, CAF, HTK, IFF, MAT4, MAT5, MP3, OKI, PAF, PVF, SD2, SDS, SF, VOC, W64, WAVEX, XI and MS 8-Bit PCM.wav<br>[[#top|top]] |
− | [[#top | top]] | ||
===NOTES=== | ===NOTES=== | ||
---- | ---- | ||
+ | |||
Using IN_GAME_MUSIC is a special thing. Currently it is possible to use the Ogg-Vorbis (.ogg) and Wave (.wav) -format. This file should not contain more than two channels, because Oolite does not support any surround-audio-files. It seems that Oolite reduces these files to stereo. And various kbps are handled by using a average kbps-rate.<br><br> | Using IN_GAME_MUSIC is a special thing. Currently it is possible to use the Ogg-Vorbis (.ogg) and Wave (.wav) -format. This file should not contain more than two channels, because Oolite does not support any surround-audio-files. It seems that Oolite reduces these files to stereo. And various kbps are handled by using a average kbps-rate.<br><br> | ||
Creating background music:<br> | Creating background music:<br> | ||
− | The background music '''max''' db should be between -12 and -8 db, because a lot of players are using customsound-OXPs and the player should hear if something happens. And the new functionallity of Oolite will cause that more and more OXPs will use their own sounds. That means that sounds (like laser fire) should be between -6 and -3 db at a max. Higher values can result in digital clipping, but if you are familiar with mastering you can use higher values, but better not. | + | The background music '''max''' db should be between -12 and -8 db, because a lot of players are using customsound-OXPs and the player should hear if something happens. And the new functionallity of Oolite will cause that more and more OXPs will use their own sounds. That means that sounds (like laser fire) should be between -6 and -3 db at a max. Higher values can result in digital clipping, but if you are familiar with mastering you can use higher values, but better not. |
− | |||
===RESTRICTIONS=== | ===RESTRICTIONS=== | ||
---- | ---- | ||
− | 1. | + | 1. You can't use it in interstellar space, because there are no HyperRadio stations.<br><br> |
2. Because of the handling of variables in Java-Script don't use filenames with a leading zero or other numerics.<br> | 2. Because of the handling of variables in Java-Script don't use filenames with a leading zero or other numerics.<br> | ||
Example: | Example: | ||
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So the best would be to use a syntax like: | So the best would be to use a syntax like: | ||
artist-songname.ogg | artist-songname.ogg | ||
− | 3. Please take care that your descriptions.plist is valid. | + | 3. Please take care that your descriptions.plist is valid.<br>[[#top|top]] |
− | [[#top| top]] |
Revision as of 14:04, 10 May 2008
OVERVIEW
I've often missed some background music while playing Oolite. Yes, it was possible to use other software for this (like Winamp, iTunes,...), but that's not the way it should be. Oolite was a little bit 'incomplete'. That was yesterday.
This device connects your ship-systems to the HyperRadio stations. By sending it's ID your ship receives a coded hyperwave that is stored into the integrated memory. You are licenced to use this device for a period of 20 days. When the time is expired, you should make a short break at your local dealer for a new licence. Long journeys will become a lot more fun...
Thanks to the dev-team for the new sound-stuff.
HANDLING
- Step 1: Just place your soundfiles in the OXPs Music-folder.
Please note that the versions before v1.05 have used the Sounds-folder. If you have your soundfiles already there, just rename the folder or copy/move the files in the Oxps Music folder.
- Step 2: Open descriptions.plist in the OXPs Config-folder (you can use a simple text-editor) and add your filenames to the array.
Please note that the OpenStep-Architecture (Example) is used for all Java-Script versions now.
Example (new form):
hyperradio_songlist = ( "example.ogg", "example2.ogg", "my_song.ogg", "my_next_song.ogg" // Note that the last entry does not have a commata at the end );
Save your additions. That's it. Totaly easy.
- Step 3: Fire up Oolite. Buy the HyperRadio (it is not everywhere available), launch from the station and go to the SYSTEM_DATA_SCREEN (F7). The connection has to be established, so wait a few seconds. When the connection is stable (the music is playing) step back to the cockpit view (F1). When the song is over... F7, back to F1,...
DOWNLOAD
Hyperradio1.06.zip (407 KB) - This version runs ONLY under Oolite v1.71-test or higher!
TESTED FORMATS
This is a list of all formats that have been tested for the HyperRadio. Working formats are marked with YES, not working formats as no.
Thanks to all users who have sent in reports.
Format | Header | WIN | MAC | LINUX |
---|---|---|---|---|
ogg | Ogg-vorbis | YES | YES | YES |
raw | headerless A-Law | no | no | no |
raw | headerless U-Law | no | no | no |
raw | headerless 16-Bit DWVW | no | no | no |
raw | headerless 24-Bit DWVW | no | no | no |
raw | Signed 16-Bit PCM | no | no | no |
raw | Signed 24-Bit PCM | no | no | no |
raw | Signed 32-Bit PCM | no | no | no |
raw | 32-Bit Float | no | no | no |
raw | 64-Bit Float | no | no | no |
wav | MS Signed 16-Bit PCM | YES | no | YES |
wav | MS 4-Bit ADPCM | YES | no | YES |
wav | MS 4-Bit IMA ADPCM | YES | no | YES |
wav | MS 32-Bit Float | no | no | no |
wav | MS 64-Bit Float | no | no | no |
wav | MS U-Law | no | no | no |
wav | MS A-Law | no | no | no |
wav | MS Signed 24-Bit PCM | no | no | no |
wav | MS Signed 32-Bit PCM | no | no | no |
wav | MS 32kbs G721 ADPCM | no | no | no |
wav | MS GSM 6.10 | no | no | no |
wav | NIST A-Law | no | no | no |
wav | NIST U-Law | no | no | no |
wav | NIST Signed 16-Bit PCM | no | no | no |
wav | NIST Signed 24-Bit PCM | no | no | no |
wav | NIST Signed 32-Bit PCM | no | no | no |
flac | 16-Bit L5 | no | no | no |
flac | 24-Bit L5 | no | no | no |
Tested Systems: LINUX UBUNTU, MAC OS X, WIN 2000 and WIN XP.
Not included formats:
AIFF, AU, AVR, CAF, HTK, IFF, MAT4, MAT5, MP3, OKI, PAF, PVF, SD2, SDS, SF, VOC, W64, WAVEX, XI and MS 8-Bit PCM.wav
top
NOTES
Using IN_GAME_MUSIC is a special thing. Currently it is possible to use the Ogg-Vorbis (.ogg) and Wave (.wav) -format. This file should not contain more than two channels, because Oolite does not support any surround-audio-files. It seems that Oolite reduces these files to stereo. And various kbps are handled by using a average kbps-rate.
Creating background music:
The background music max db should be between -12 and -8 db, because a lot of players are using customsound-OXPs and the player should hear if something happens. And the new functionallity of Oolite will cause that more and more OXPs will use their own sounds. That means that sounds (like laser fire) should be between -6 and -3 db at a max. Higher values can result in digital clipping, but if you are familiar with mastering you can use higher values, but better not.
RESTRICTIONS
1. You can't use it in interstellar space, because there are no HyperRadio stations.
2. Because of the handling of variables in Java-Script don't use filenames with a leading zero or other numerics.
Example: 01.ogg -> interpreted as 1 (without 0 and .ogg) does not work a0.ogg -> interpreted as a0.ogg works So the best would be to use a syntax like: artist-songname.ogg
3. Please take care that your descriptions.plist is valid.
top