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 Post subject: Winamp
PostPosted: Wed Nov 03, 2004 5:50 pm 
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Anyone thought of adding a new gui to select songs/playlist from winamp?

That could be a cool gui to stick on a dukebox model in game espically if you could get winamp to play through speakers in the game world.

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Last edited by Dante_uk on Thu Nov 04, 2004 10:08 am, edited 1 time in total.

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PostPosted: Wed Nov 03, 2004 11:11 pm 
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Stage 1 - Done. ( It worked !!!!!! :D )
Added a new command: winamp
take args of: play, stop, next, prev, pause

Stage 2 - Done ( 8) )
Made a gui with buttons to run new command with args.
Had to add code to player.cpp so I run my new console command from a gui.
Also created a test map, used flatmonitor model with my gui on and it worked perfectly.

Stage 3
Add commands for volume + forword/rewind in song.
Find out how to retrieve current song title etc then display that to the gui.

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PostPosted: Thu Nov 04, 2004 4:12 pm 
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This is what my test map with basic gui looks like.
Image
Not pretty, but it does work.

I hope to be able to at least show the name of the current song on the gui and add a volume slider.

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PostPosted: Thu Nov 04, 2004 5:36 pm 
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That's a very nifty gadget! Would it be possible to spawn the Jukebox at the players location? Maybe have a key bound to a script that drops a Jukebox and on the interface is a "Self-Destruct" button that makes it explode like a barrel(for "housekeeping"...)

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PostPosted: Fri Nov 05, 2004 12:48 am 
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Shanjaq wrote:
That's a very nifty gadget! Would it be possible to spawn the Jukebox at the players location? Maybe have a key bound to a script that drops a Jukebox and on the interface is a "Self-Destruct" button that makes it explode like a barrel(for "housekeeping"...)


That's a neat idea, I'll look into that.
I'm not a modeller and it would really need a proper model for a jukebox. ( and a better designed gui!! )

Having real trouble at the moment trying to work out how to get the name etc of the currently playing track. It must be possible because foxytunes does it ( extension for firefox http://update.mozilla.org/extensions/moreinfo.php?id=219 ).

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PostPosted: Fri Nov 05, 2004 11:50 am 
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Maybe I can turn the PDA into an mp3 player!!

Still haven't found how Foxytunes gets the current track name from winamp, all the docs say only a plugin can do those types of calls, but Foxtunes is a firefox plugin not a winamp plugin.

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PostPosted: Sat Nov 06, 2004 11:07 pm 
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maybe this could help you:
http://www.codeproject.com/vb/net/winampsongtitle.asp


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PostPosted: Sat Nov 06, 2004 11:36 pm 
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Thanks for the link.

I was really hoping this was going to be some clever .NET / Web services method to query Winamp.

It turns out this guy is just querying the window title :)

Simple, but it works. At least it gives me the artist and current song title. Unfortunately it's not in an ideal format.

2. Savatage - Watching You Fall - Winamp

2. = playlist trake no
Savatage = artist
Watching you fall = title
- Winamp = needs to the striped.

I'm going to go with this method for now.

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PostPosted: Sun Nov 07, 2004 5:04 pm 
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I'm finished with this mod (for now at least)

It's basically working. It could be improved I think ( volume slider doesn't set the new volume until you move the mouse of the slider )

Image

Download zip with mod / test map / src
http://www.pcgamemods.com/8425/

README.txt:

Doom3 Mod: Jukebox - Winamp controller
Written by: Dante_UK ( Neil J.Martin )
Release: 7th Nov 2004

Instruction:
unzip into doom3 directory
double click on doom3\jukebox.bat

Pack Contains:
jukebox.bat
jukebox folder
readme.txt - This file.
jukebox.pk4
src.zip - Zip file of sources modded. search for NJM to find new stuff
gamex86.dll
maps - Folder with sample map
jukebox.map
jukebox.cm
jukebox.proc
guis - Folder with a sample gui
jukebox.gui
guis\assets\splash - map spash screen
jukebox.tga
guis\map
jukebox.gui - gui for map splash screen
textures\guis - Folder with gui images
wa_buttbat.tga
wa_main.tga
wa_next.tga
wa_pause.tga
wa_play.tga
wa_prev.tga
wa_titlebar.tga
wa_volbar.tga


New cvars:
wa_title - set by getinfo - title of winamp window
ie it's the current track name.
wa_volume - set by setvol & setvol2, 0-255 value set to winamp


New console commands:
winamp [play/playlist/pause/stop/next/prev/setvol 0-255]
NOTE: playlist means restart current playlist from beginning. The rest of the commands should be obvious :)


New commands available to guis scripts.
eg:
onAction {
set "cmd" "winamp_play";
}

winamp_play = plays current track
winamp_playlist = restart current playlist from beginning.
winamp_pause = guess!
winamp_stop = guess!
winamp_next = guess!
winamp_prev = guess!
winamp_getinfo = sets wa_title cvar
winamp_setvol2 = sends current wa_volume cvar to winamp

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 Post subject:
PostPosted: Wed Nov 10, 2004 2:35 am 
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This is wicked! For the mod I'm working on I had a custom PDA made like the MP3 PDA Player mod but since it read .ogg files from pak's it wasn't easy to change the playlist. Would you mind if I built a new GUI like the scoreboard so you can toggle the player?


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 Post subject:
PostPosted: Wed Nov 10, 2004 11:32 am 
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No problem if people want to include this mod with theirs.
Just include my readme.txt

Then people know and can create their own binds to control winamp from
their keyboards. too.

The source code is included in the .zip

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 Post subject:
PostPosted: Wed Nov 10, 2004 3:19 pm 
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very nice dante!


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 Post subject:
PostPosted: Wed Nov 17, 2004 5:02 pm 
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Just incase anyone is adding this to their mods...

I'm updateding it to work with the new SDK release and allowing for it to build on Linux ( obviously won't work but should compile and run okay ).

I hope to release the new version in couple of hours:

Changes:
My functions have all been moved to a new source file and the calls to my functions are docuemented so adding this to another mod should be alot easier and cleaner.

Split song info into 3 cvarrs now, wa_listno, wa_title1, wa_title2

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 Post subject:
PostPosted: Wed Nov 17, 2004 6:24 pm 
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New version is uploaded:

http://www.pcgamemods.com/8634/

Enjoy.

Doom3 Mod: Jukebox - Winamp controller
DoomVer: 1.1
DoomSDK: Version 2 ( ie with vehicle support ).
Written by: Dante_UK ( Neil J.Martin )
Release 1.0: 17th Nov 2004
Platforms: Windows, Linux ( won't work because winamp not available, will compile / run though )

Instruction:
unzip into doom3 directory
double click on doom3\jukebox.bat

Changes:
* My functions have all been moved to a new source file and the calls to my functions are docuemented so adding this to another mod should be alot easier and cleaner.
* Split song info into 3 cvarrs now, wa_listno, wa_title1, wa_title2
* Included linux build ( won't actually play anything but does compile and run ).
* winamp console commands work in multiplayer - NOTE: guis don't, commands seem to run on server NOT client!!

zip includes:
jukebox.bat - launch mod with demo map.
readme.txt
game00.pk4 - objects for windows & linux
src.zip - source ( inc scons files for linux )
jukebox.pk4 - demo map and gui.

Mod authors are free to add this mod to their own, I just ask that you include my readme.txt

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 Post subject:
PostPosted: Sat Nov 27, 2004 8:14 am 
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If possible some one could use the source to make a XMMS version for the linux crowd. Actually, if I get a chance durring the winter break, I might just start on it.


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 Post subject: no songs?
PostPosted: Sat Nov 27, 2004 3:23 pm 
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The first 10 posts have been the best...

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I'm sorry for aking a stupid question. :oops:
How to use that? (I found no song in the list.)


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 Post subject:
PostPosted: Mon Nov 29, 2004 11:17 pm 
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The idea is you all your fav songs to the winamp playlist ( or just a pick a playlist you've already created ) BEFORE running Doom3.
Then from within D3 using my gui in a map( or your own gui if you want to make one ) or using the console commands ( bind to keys if you like ) you can play, stop , skip track forwards or backwards, pause and set the volumn.

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 Post subject:
PostPosted: Tue Nov 30, 2004 7:18 pm 
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WOW, what a wonderful feature :)
I like it very much!
Is it possible to START Winamp from within DOOM if its not running already? Maybe with a small list of possible paths for the exe?


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 Post subject:
PostPosted: Wed Dec 01, 2004 5:55 pm 
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LordBelial wrote:
WOW, what a wonderful feature :)
I like it very much!
Is it possible to START Winamp from within DOOM if its not running already? Maybe with a small list of possible paths for the exe?


Not in the current version but would be fairly simple to add.

Just need to read this registry key:
HKEY_CURRENT_USER\Software\Winamp

something like:
unsigned char *szRegVal = (unsigned char *)malloc(MAXPASSBUFLEN);
HKEY hKey = ( HKEY )malloc( sizeof(HKEY) );

lnResult = RegOpenKeyEx(HKEY_CURRENT_USER, "Software\Winamp",0, KEY_READ, &hKey);

DWORD dwSize = MAXPASSBUFLEN; // size of buffer
DWORD dwType; // ignored (it should be REG_SZ upon return)

lnResult = RegQueryValueEx(hKey,
NULL,
0,
&dwType,
szRegVal,
&dwSize);

Then:
sprintf(args[0],"%s/winamp.exe",szRegVal);
_spawnvp( _P_NOWAIT, args[0], args );


If I get time I'll give it a go.

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 Post subject:
PostPosted: Wed Feb 16, 2005 2:31 am 
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Surprised I missed this. Glad you mentioned it in the D3CDIT forum.

Anyone had any luck piping this through D3's sound system instead of it playing normally? Is this even possible without writing a corresponding Winamp plugin?

Also, has anyone made an add-on to the stock PDA to use this yet? I'd imagine it would work just like playing the audio logs, and it would continue playing with the audio graphic going, and what not...

Just a list of ideas, I don't expect anyone to make these happen, just suggestions for reference if anyone decides to mod this mod.

  • Find a way to pipe the sound through the game's sound system. (Possibly need a Winamp plugin for this to work?).
  • Add a new mp3 player tab to the existing PDA.
  • Rig the system so that the music playing is turned down when scripted single player events trigger a radio transmission, so you can hear it. (Not sure if this is possible without making additions throughout the game, which would make this idea impractical).


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