Difference between revisions of "Hyperradio js OXP"

From Elite Wiki
m
m
Line 2: Line 2:
 
===OVERVIEW===
 
===OVERVIEW===
 
----
 
----
Trading goods between worlds is an extremely dangerous and hard job and a commander will need some relaxing moments. Listen to your radio station and enjoy Jazz, Folk, Rock or whatever you like. Use one station for all systems or expand it, so you will get different programs in different systems. You can even add your own music to the playlist. So rip your CDs, download songs, or install one or more of the available musicpacks. Everything is possible.
+
Trading goods between worlds is an extremely dangerous and hard job and a commander will need some relaxing moments. Listen to your radio station and enjoy Jazz, Folk, HardRock or whatever you like (and whatever is available). Use one station for all systems or expand it, so you will get different programs in different systems. You can even add your own music to the playlist. So rip your CDs, download songs, or install one or more of the available [[Hyperradio_Musicpacks|musicpacks]]. Everything is possible.
   
This device connects your ship-systems to the HyperRadio stations. By sending it's ID your ship receives a coded hyperwave that is stored into the integrated memory. You are licenced to use this device for a period of 20 days. When the time is expired, you should make a short break at your local dealer for a new licence. Long journeys will become a lot more fun...
+
This device connects your ship-systems to the [[Hyperradio_Musicpacks|HyperRadio stations]]. By sending it's ID your ship receives a coded hyperwave that is stored into the integrated memory. You are licensed to use this device for a period of 20 days. When the time is expired, you should make a short break at your local dealer for a new license. Long journeys will become a lot more fun...
   
 
Thanks to the dev-team for the new sound-stuff.<br><br>
 
Thanks to the dev-team for the new sound-stuff.<br><br>
Line 15: Line 15:
 
Please note that the OpenStep-Architecture (Example) is used for all Java-Script versions now.<br><br>
 
Please note that the OpenStep-Architecture (Example) is used for all Java-Script versions now.<br><br>
 
Example (new form):<br>
 
Example (new form):<br>
hyperradio_songlist =
 
  +
hyperradio_songlist_suffix =
 
(
 
(
 
"example.ogg",
 
"example.ogg",
Line 29: Line 29:
 
===DOWNLOAD===
 
===DOWNLOAD===
 
----
 
----
[[Media:Hyperradio1.07.zip | Hyperradio1.07.zip]] (409 KB) - This version runs ONLY under Oolite v1.71-test or higher!<br><br>
+
[[Media:Hyperradio1.07.zip | Hyperradio1.07.zip]] (409 KB) - This [[OXP]] runs ONLY under Oolite v1.71-test or higher!<br><br>
  +
  +
===MUSICPACKS===
  +
----
  +
[[Hyperradio_Musicpacks]] - Here you can find the expansion packs.<br><br>
   
 
===TESTED FORMATS===
 
===TESTED FORMATS===
Line 217: Line 217:
 
Using IN_GAME_MUSIC is a special thing. Currently it is possible to use the Ogg-Vorbis (.ogg) and Wave (.wav) -format. This file should not contain more than two channels, because Oolite does not support any surround-audio-files. It seems that Oolite reduces these files to stereo. And various kbps are handled by using a average kbps-rate.<br><br>
 
Using IN_GAME_MUSIC is a special thing. Currently it is possible to use the Ogg-Vorbis (.ogg) and Wave (.wav) -format. This file should not contain more than two channels, because Oolite does not support any surround-audio-files. It seems that Oolite reduces these files to stereo. And various kbps are handled by using a average kbps-rate.<br><br>
 
Creating background music:<br>
 
Creating background music:<br>
The background music '''max''' db should be between -12 and -8 db, because a lot of players are using customsound-OXPs and the player should hear if something happens. And the new functionallity of Oolite will cause that more and more OXPs will use their own sounds. That means that sounds (like laser fire) should be between -6 and -3 db at a max. Higher values can result in digital clipping, but if you are familiar with mastering you can use higher values, but better not.
+
The background music '''max''' db should be between -10 and -6 db, because a lot of players are using customsound-OXPs and the player should hear if something happens. And the new functionallity of Oolite will cause that more and more OXPs will use their own sounds. That means that sounds (like laser fire) should be between -6 and -3 db at a max. Higher values can result in digital clipping, but if you are familiar with mastering you can use higher values, but better not.
   
 
===RESTRICTIONS===
 
===RESTRICTIONS===

Revision as of 20:30, 4 June 2008

Sounds really gooood

OVERVIEW


Trading goods between worlds is an extremely dangerous and hard job and a commander will need some relaxing moments. Listen to your radio station and enjoy Jazz, Folk, HardRock or whatever you like (and whatever is available). Use one station for all systems or expand it, so you will get different programs in different systems. You can even add your own music to the playlist. So rip your CDs, download songs, or install one or more of the available musicpacks. Everything is possible.

This device connects your ship-systems to the HyperRadio stations. By sending it's ID your ship receives a coded hyperwave that is stored into the integrated memory. You are licensed to use this device for a period of 20 days. When the time is expired, you should make a short break at your local dealer for a new license. Long journeys will become a lot more fun...

Thanks to the dev-team for the new sound-stuff.

HANDLING


- Step 1: Just place your soundfiles in the OXPs Music-folder.
Please note that the versions before v1.05 have used the Sounds-folder. If you have your soundfiles already there, just rename the folder or copy/move the files in the Oxps Music folder.

- Step 2: Open descriptions.plist in the OXPs Config-folder (you can use a simple text-editor) and add your filenames to the array.
Please note that the OpenStep-Architecture (Example) is used for all Java-Script versions now.

Example (new form):

 hyperradio_songlist_suffix =
   (
     "example.ogg",
     "example2.ogg",
     "my_song.ogg",
     "my_next_song.ogg" // Note that the last entry does not have a commata at the end
   );

Save your additions. That's it. Totaly easy.

- Step 3: Fire up Oolite. Buy the HyperRadio (it is not everywhere available), launch from the station and go to the SYSTEM_DATA_SCREEN (F7). The connection has to be established, so wait a few seconds. When the connection is stable (the music is playing) step back to the cockpit view (F1). When the song is over... F7, back to F1,...

DOWNLOAD


Hyperradio1.07.zip (409 KB) - This OXP runs ONLY under Oolite v1.71-test or higher!

MUSICPACKS


Hyperradio_Musicpacks - Here you can find the expansion packs.

TESTED FORMATS


This is a list of all formats that have been tested for the HyperRadio. Working formats are marked with YES, not working formats as no.
Thanks to all users who have sent in reports.

22.05KHz - 96KHz, Mono and Stereo
Format Header WIN MAC LINUX
ogg Ogg-vorbis YES YES YES
raw headerless A-Law no no no
raw headerless U-Law no no no
raw headerless 16-Bit DWVW no no no
raw headerless 24-Bit DWVW no no no
raw Signed 16-Bit PCM no no no
raw Signed 24-Bit PCM no no no
raw Signed 32-Bit PCM no no no
raw 32-Bit Float no no no
raw 64-Bit Float no no no
wav MS Signed 16-Bit PCM YES no YES
wav MS 4-Bit ADPCM YES no YES
wav MS 4-Bit IMA ADPCM YES no YES
wav MS 32-Bit Float no no no
wav MS 64-Bit Float no no no
wav MS U-Law no no no
wav MS A-Law no no no
wav MS Signed 24-Bit PCM no no no
wav MS Signed 32-Bit PCM no no no
wav MS 32kbs G721 ADPCM no no no
wav MS GSM 6.10 no no no
wav NIST A-Law no no no
wav NIST U-Law no no no
wav NIST Signed 16-Bit PCM no no no
wav NIST Signed 24-Bit PCM no no no
wav NIST Signed 32-Bit PCM no no no
flac 16-Bit L5 no no no
flac 24-Bit L5 no no no

Tested Systems: LINUX UBUNTU, MAC OS X, WIN 2000 and WIN XP.

Not included formats: AIFF, AU, AVR, CAF, HTK, IFF, MAT4, MAT5, MP3, OKI, PAF, PVF, SD2, SDS, SF, VOC, W64, WAVEX, XI and MS 8-Bit PCM.wav
top

NOTES


Using IN_GAME_MUSIC is a special thing. Currently it is possible to use the Ogg-Vorbis (.ogg) and Wave (.wav) -format. This file should not contain more than two channels, because Oolite does not support any surround-audio-files. It seems that Oolite reduces these files to stereo. And various kbps are handled by using a average kbps-rate.

Creating background music:
The background music max db should be between -10 and -6 db, because a lot of players are using customsound-OXPs and the player should hear if something happens. And the new functionallity of Oolite will cause that more and more OXPs will use their own sounds. That means that sounds (like laser fire) should be between -6 and -3 db at a max. Higher values can result in digital clipping, but if you are familiar with mastering you can use higher values, but better not.

RESTRICTIONS


1. You can't use it in interstellar space, because there are no HyperRadio stations.

2. Because of the handling of variables in Java-Script don't use filenames with a leading zero or other numerics.

 Example:
   01.ogg -> interpreted as 1 (without 0 and .ogg)	does not work
   a0.ogg -> interpreted as a0.ogg			works
   So the best would be to use a syntax like:
     artist-songname.ogg

3. Please take care that your descriptions.plist is valid.
top