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Author Topic: Jukebox mod  (Read 104415 times)

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Offline Alec

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Re: Jukebox mod
« Reply #30 on: January 16, 2008, 02:19:07 am »
Just a hint; the voice overs are a separate system from the sound effects.

In some cases the voice files contain both voice and music, such as some parts of the intro and ending.

Offline RobertWalker

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Re: Jukebox mod
« Reply #31 on: January 16, 2008, 07:04:32 am »
Just a hint; the voice overs are a separate system from the sound effects.

In some cases the voice files contain both voice and music, such as some parts of the intro and ending.

Yeah, I was realizing that as I was going over the modding wiki. Still need the list of the files, though. Any chance that could be forthcoming? :)

Offline Hiro

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Re: Jukebox mod
« Reply #32 on: January 17, 2008, 09:39:44 am »
Ooh, you meant it like that:-X
Silly me!

Sure, a mod like that could work. If you make a new topic about it and ask nicely maybe someone can make it for ya'. (BTW, 'grats on your child!  :D)
My site is: http://www.therathole.co.nr/
Where I put pictures and blog posts and stuff..

Offline Alec

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Re: Jukebox mod
« Reply #33 on: January 17, 2008, 12:18:19 pm »
Here are the names of the files that can be played with the playVoice command.

You'd do something like playVoice("naija_entersongcave")

A couple of things in here include or are music.

SPOILERS, DUH.



Offline Alec

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Re: Jukebox mod
« Reply #34 on: January 17, 2008, 12:22:32 pm »
You can also add your own voice overs to your own mods.

After you record them, and encode them to OGG, you can throw them in your "audio" folder and then call playVoice to use them.

You can also add a text file to the audio folder with the same name as the OGG for subtitles.

i.e. "voicetest.ogg" and

"voicetest.txt":

Code: [Select]
0:00 This is a test of subtitles
0:03 Three seconds have now passed!


Offline RobertWalker

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Re: Jukebox mod
« Reply #35 on: January 17, 2008, 04:50:26 pm »
Very cool, Alec. Sanka.

Offline Alphasoldier

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Re: Jukebox mod
« Reply #36 on: January 17, 2008, 07:09:32 pm »
That is awesome AND sweet, thank you VERY much Alec.
God sees and knows everything, but at least he won't gossip about it.

Offline IceD

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Re: Jukebox mod
« Reply #37 on: January 17, 2008, 10:11:11 pm »
You can also add your own voice overs to your own mods.

After you record them, and encode them to OGG, you can throw them in your "audio" folder and then call playVoice to use them.

You can also add a text file to the audio folder with the same name as the OGG for subtitles.

i.e. "voicetest.ogg" and

"voicetest.txt":

Code: [Select]
0:00 This is a test of subtitles
0:03 Three seconds have now passed!



Nice to finally know about this, thanks  ;)

Offline RobertWalker

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Re: Jukebox mod
« Reply #38 on: January 17, 2008, 10:26:45 pm »
I created a new thread about the sound test idea, by the way.

Offline frozenfire

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Re: Jukebox mod
« Reply #39 on: January 21, 2008, 03:58:12 pm »
*spoilers*
During the ending, when the creator tells the story of his past, a piano piece with the title music plays that I really want to listen to without having to beat the ending over and over.  Is there an original name to this song/can it be included in this mod?

there's a quickfix for you to listen to that song ( u can't avoid the voice tho, unless you have some vocal remover software )
do this... download the jukebox mode. install it.. Goto the mod folder and the jukebox subfolder and goto script, edit Jukeboxinclude ,

replace the line
playSong(songName) with playVoice(songName)

goto the top of the songlist
remove all the song and put in this one "eric",

that should be it.

Offline Hiro

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Re: Jukebox mod
« Reply #40 on: January 22, 2008, 09:08:38 am »
I don't see a line
Quote
playSong(songName)
The closest I could find was
Quote
function jukebox_playSong(index)
All I did was search the file for "playSong". Replacing that line does nothing. Then I looked closer and found:
Quote
playMusic(songName)
But that doesn't do anything when changed either. And yes, I did remember to edit the song list at the top to only have
Quote
"eric",
in it.
My site is: http://www.therathole.co.nr/
Where I put pictures and blog posts and stuff..

Offline frozenfire

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Re: Jukebox mod
« Reply #41 on: January 25, 2008, 07:17:44 am »
I don't see a line
Quote
playSong(songName)
The closest I could find was
Quote
function jukebox_playSong(index)
All I did was search the file for "playSong". Replacing that line does nothing. Then I looked closer and found:
Quote
playMusic(songName)
But that doesn't do anything when changed either. And yes, I did remember to edit the song list at the top to only have
Quote
"eric",
in it.

sorry. was quite sleepy while typing all that

i think u should change playmusic to playvoice. not too sure. I will confirm with you when i get home to my pc. i remember changing playmusic to playvoice or something like that.

So did you get it working? if not i could paste the whole text here.

Offline frozenfire

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Re: Jukebox mod
« Reply #42 on: January 28, 2008, 01:27:17 pm »
sorry fort the delay.
here's the entire text from the file jukeboxinclude.txt
this will 100% work.

foget which part i made changes(nore more than 3-5 ), everything was instinctive and I was very sleepy that time.

SONG_LIST = {
"eric",


}

--[[
DEFAULT_WATERLEVEL = 0

OVERRIDE_WATERLEVEL = {
   ["ancienttest"] = -2700,
}
--]]

function jukebox_initButton(me)
   node_setCursorActivation(me, true)
   node_setCatchActions(me, true)
end

function jukebox_doButtonAction(me, action, state, transitions, isdefault)
   if isNestedMain() then return end
   if getNodeToActivate() == me and state == 1 then
      local name = transitions[action]
      if name then
         debugLog("jukebox_doButtonAction : "..node_getName(me).." -- "..action.." -> "..name)
         local node = getNode(name)
         setNodeToActivate(node)
         setMousePos(toWindowFromWorld(node_x(node), node_y(node)-20))
      end
      return false
   end
   if getNodeToActivate() == 0 and state == 1 and isdefault then
      if action == ACTION_MENURIGHT or action == ACTION_MENULEFT or action == ACTION_MENUUP or action == ACTION_MENUDOWN then
         setNodeToActivate(me)
         setMousePos(toWindowFromWorld(node_x(me), node_y(me)-20))
      end
      return false
   end
   return true
end

function jukebox_getSong()
    return getStory()
end

function jukebox_playSong(index)
   setStory(index)
   local songName = SONG_LIST[index]
   setControlHint("Now playing: "..songName)
   playVoice(songName)

   --[[
   local waterLevel = getWaterLevel()
   local newWaterLevel = OVERRIDE_WATERLEVEL[songName] or DEFAULT_WATERLEVEL
   if newWaterLevel ~= waterLevel then setWaterLevel(newWaterLevel) end
   --]]
end

Offline Hiro

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Re: Jukebox mod
« Reply #43 on: January 29, 2008, 10:47:03 am »
I copied my jukebox mod and made the jukeboxinclude.lua the same as what you put there, and it didn't change anything to the mod it seems. Did I miss something? Am I supposed to edit some other file? Or do I need to restart my computer or something? You sounded pretty sure...

Its really wierd, I can have whatever I like in the list of songs and it all stays the same in the mod when its running. :(

And yes, I made sure I wasn't just opening the old jukebox mod by editing its description so I could tell them appart.
My site is: http://www.therathole.co.nr/
Where I put pictures and blog posts and stuff..

Offline RobertWalker

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Re: Jukebox mod
« Reply #44 on: January 29, 2008, 05:55:42 pm »
Make sure that in your copy of the mod you've changed all the import statements in the scripts to import from the copy, not from the original! That bit me in the butt when I was fiddling around with it.