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2D Music Brick

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Filipe:

It seems like this will be more complicated than I thought.

blueblur121:


--- Quote from: Filipe on December 04, 2013, 03:46:14 PM ---It seems like this will be more complicated than I thought.

--- End quote ---
Or you could ask marble man. I'm pretty sure there's a good chance that he's god.

Chrono:

https://www.dropbox.com/s/8smpng38gsffasy/Brick_2dMusic.zip

Done.
Was easy.
Should work (in a kind of hacky way) with other range music bricks.

Tested, doesn't earrape.

Filipe:


--- Quote from: Chrono on December 04, 2013, 04:03:50 PM ---https://www.dropbox.com/s/8smpng38gsffasy/Brick_2dMusic.zip

Done.
Was easy.
Should work (in a kind of hacky way) with other range music bricks.

Tested, doesn't earrape.

--- End quote ---
Thanks a bunch man, now I will try to see if it works

blueblur121:


--- Code: ---{
maxDistance = 999999;
referenceDistance = 1;
is3D = 0;
};

datablock fxDtsBrickData(brickHalfMusicData : brickMusicData)
{
uiName = "Music (Server-Wide)";
musicRange = 999999;
musicDescription = AudioMusicLooping2d;
};
schedule(0,0,exec,"Add-ons/Brick_2dMusic/Support_CustomRangeMusic.cs");
--- End code ---
Doesn't look a whole lot different to me. All I see that is different is referenceDistance = 1 and is3D = 0. is3D wasn't even in the other brick's code so I assume it's in the custom range support.

Anyway, not only is it a way to get server-wide music(almost) but it's a brick that can be inherited by a build save. This means every track can have its own music.

EDIT: I assume that referenceDistance is the volume because when it was 99999 it was ear-rape. This modified version only changes one thing: referenceDistance = 2. This one should be louder than when it was 1. Sorry, I can't test it to see if I'm wrong about the variable. I'm on my laptop. Once again, this is based on assumption. Don't expect it to work the first time. Here's the link: https://www.dropbox.com/s/ifrlpc9lziysk9z/Brick_2dMusic_fixed.zip

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