jesus-qc / audioplayer Goto Github PK
View Code? Open in Web Editor NEWA plugin for the game SCP:SL that is able to play audio.
License: MIT License
A plugin for the game SCP:SL that is able to play audio.
License: MIT License
Whenever MTF Spawns, it plays the custom sound along with the original announcement.
If the title doesn't explain everything I mean that when the round starts the audio should be played
So my server has had a problem for a while where bullet holes don't appear. I went through my entire plugin list, disabled each one and enabled them all one by one, and found that Audio Player interferes with bullet holes appearing..? If needed I can add LA logs if necessary
This issue happens with Plugin version 2.0.0.
I think a cool idea would be the ability to change something for the audio player in the plugin config file to enable a "queue mode" where if an audio play command is ran while one is in progress, it doesn't play it until the current one in progress is finished.
I noticed the following problem: As soon as the player starts to enter the server, the music stops and bugs, preventing a new one from starting, in order to fix the bug, you need to use the .audio stop command and only after that you can play it again.
PS My server is on Windows.
Add configs for specific audios to play when a specific team wins the round.
And just an idea, maybe add chances for audios to play if the suggestion above were to be added
Allow us to set events that need automatical play of audio.
Like this.
MTF: \home\container.config\audio\MTFEntrance.raw
CI: \home\container.config\audio\ChaosEntrance.raw
At random, and only with certain audio files, it will just cut out and play static. I've looked into the encoding of the files that work and don't and can't seem to find anything special between them.
Both myself (Chris Chrome#9158) and another server owner I'm in contact with (Oxygen//BreathableAtmosphere#2700)
We both run our servers under Pterodactyl/Wings, I have no Idea if that could be responsible for it.
If it's some simple misconfiguration issue, sorry for the trouble
Sometimes music stops for everyone.
Reproducing
Freeze scpsl.exe process for a bit (>150 ms, see CapturePipelineManager::_skipDetector)
Explanation
Audio brokes after dissonance's try to restart it. Dissonance calls StopCapture method, then plugin thinks that music is done and closes file. Right after that StartCapture is called.
The reason why dissonance is trying to restart audio is that server lags. FrameSkipDetector detects it and sends request to restart
I can play audio yes but a few seconds in it cuts out and just makes a whining sound, have tested multiple audio files all result in the same thing
After a spawn wave audio ends, the Dedicated Server still plays a static sound through the global chat.
Also since I am making this I have a suggestion:
Possibly add a way to disable the Dedicated Server name appearing when it plays an audio. I don't know if this is possible though because base-game always shows the person's nametag while using a global chat.
A playlist like lobby, but for MTF/CI spawn.
It would be nice if we could have custom elevator musics with this plugin.
There is no point in using the loop command now, because the IEnumerator "PlayFromFile" argument loop will always have the value false. In fact, the LoopMusic field is not even used as intended.
Add an option in the plugins configuration to set an automatic volume set. This way people don't have to deal with making all their audios quieter before putting them into the server.
Make a console app that automatically converts it for you when you drag the sound file into it so you don't need to type this ffmpeg.exe -re -i AudioFile.wav -f f32le -ar 48000 -ac 1 output.raw
ugly things
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