|Release Date:||Oct. 20, 2012|
sciAudio is here! Check out the "LockerGnome Quest Redux" demo game to see it in action!
Announcement here: http://sciprogramming.com/community/index.php?topic=634.0
- Playback of WAV and MP3 files
- Unlimited number of sounds playing simultaneously
- Fade in/out, looping and volume control
- Classification of sounds for playback management
- Multiple commands may be issued simultaneously to the 'controller' file
- Multiple controller files to avoid resource contention
- Runs hidden in background & will terminate itself shortly upon game close
- Calls to sciAudio are performed very similarly to the built-in SCI sound calls
- Poor man's encryption (MP3's only) - simply rename your .MP3 to be .sciAudio
- Log file for troubleshooting sound playback ('sciAudio.log' located in same directory as sciAudio.exe)
Works only in Windows (requires .NET framework)
- Place the 2 nAudio DLLs & executable into a subfolder within your game named 'sciAudio'
- Create subfolders within sciAudio for your playback files. Something like this<gamedir>\sciAudio\effects
- Include the sciAudio.sc script & 'use' it in any script you wish to have sciAudio playback in
command <playback command>playBegins playback of a soundstopStops playback of a soundchangeChanges playback of a sound. Used primarily for volume & loop control, very limited usefulness.playx (play exclusively based on sound class)This behaves just like the 'play' command, but will stop any currently playing sounds with the same sound class as the specified class.
fileNameFilename to playback, including the path.
soundClassSound class to assign this sound. This is simply a string to assign to the playback for the purpose of potentially changing or terminating all sounds with the same sound class at a later time.
For example, you might have several sound effects playing simultaneously in a room. Upon leaving the room, you want to stop all the sound effects. To to this you would issue a stop <soundclass> command, which would stop all currently playing sounds with the specified sound class.If no sound class is specified, a default sound class of "noClass" will be used
volumePlayback volume of sample. Default is 100 (100% volume of sample). Range: 0 to ~300?
fadeInMillisecsNumber of milliseconds to fade in the sample
fadeOutMillisecsNumber of milliseconds to fade out a sample. Can be issued with a play or stop command
loopFadeInMillisecsNumber of milliseconds to fade in a sample between loops.
loopFadeOutMillisecsNumber of milliseconds to fade out a sample between loops.
loopCountNumber of times to loop the sample. Default is 0, -1 is infinite
conductorFile'Conductor' file name used to place commands into. This is how commands are passed between the SCI virtual machine & the sciAudio application. The sciAudio application constantly polls all conductor files, looking for changes & executes them. These files must have extension of .con.
The default value for this parameter is command.con.Utilization of this parameter is useful in the event you have many near-simultaneous playback commands issued from within your game. Multiple different conductor files can mitigate the issue of potential file contention of just using a single file. Most game developers will probably not need to use this option.
playXFadeOutMillisecsOnly used for the 'playx' command. Upon terminating any currently playing sounds for a sound class, this value will be used for the fade out.
Code:(use "sciAudio") (local snd ) (instance aud of sciAudio (properties) (method (init) (super:init()) ) )
Code:// basic playback (send snd: command("play") fileName("effects\\score.sciAudio") // important: note the two backslashes in path name! volume("35") loopCount("0") fadeInMillisecs("3000") // fade in beginning by 3 secs fadeOutMillisecs("2000") // fade out ending by 2 secs init() )
Code:// looping playback example (send snd: command("play") fileName("effects\\loopedSound.sciAudio") volume("100") loopFadeInMillisecs("2000") loopFadeOutMillisecs("2000") loopCount("-1") // loop forever init() )
Code:// stop with 5 second fade out (send snd: command("stop") fileName("music\\introMusic.sciAudio") fadeOutMillisecs("5000") loopCount("0") init() )
Code:// change currently playing volume for a sound class (send snd: command("change") soundClass("myMusicSoundClass") volume("50") // set playback to 50% volume init() )
Code:// stop looping a particular sound file (send snd: command("change") soundClass("music\\introMusic.sciAudio") loopCount("0") // stop looping init() )
Code:// exclusive playback (starts new playback of sound // & stops any already playing sounds (with fadeout) for same soundClass (send snd: command("playx") soundClass("narration") conductorFile("speech\\narrate.con") fileName("speech\\newNarration.sciAudio") playXFadeOutMillisecs("1500") // will fade currently playing "narration" sound class sounds volume("200") init() )
New version attached here and also put all this code into a git repo, apparently it wasn't before: https://bitbucket.org/nellisjp/sciaudio/
Now there is an sciAudio.ini file (needs to be in the sciAudio subdirectory of your game) that is read in and used for monitoring a list of (5) possible applications to monitor to determine when to kill sciAudio. It's a bit hacky, and 5 applications might be overkill but it gives a little flexibility and is backward-compatible with the previous versions which monitored either 'RUN', 'DosBox' or 'ntvdm'. I also improved the logging around all of this so it's a bit easier to troubleshoot.
Here's what the included INI file looks like, modify it to suit your needs:
[sciAudio] GameExecutableName1=RUN GameExecutableName2=DOSBox GameExecutableName3=ntvdm GameExecutableName4= GameExecutableName5=
Version 1.2.1 includes a fix that was causing the application to not work reliably because it was checking for the game application 'too soon' and would abruptly exit. Fix consists of a 5 second delay before watching currently running processes.
If you decide to re-use the same sound instance for multiple sounds, it's up to you to reset any previously specified properties, otherwise they will be carried over into the next command
Use the sciAudio.log file (located in the same directory as executable) for troubleshooting sound playback.
Download from here (source included):