Difference between revisions of "Hyperradio js OXP"

From Elite Wiki
m
m (Test results updated)
Line 47: Line 47:
   
 
[[Media:Hyperradio_legacy_1_00.zip | Hyperradio_legacy_1_00.zip]] (405 KB)<br>
 
[[Media:Hyperradio_legacy_1_00.zip | Hyperradio_legacy_1_00.zip]] (405 KB)<br>
This version runs on Oolite v1.65 - v1.70.
+
This version runs on Oolite v1.65 - v1.70.<br>
  +
[[#top | top]]
   
 
===TESTED FORMATS===
 
===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.<br>
+
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.<br>Thanks to all users who have sent in reports.
Please help to fill in the Mac- and Linux-Part.
 
   
{| width="100%" style="border: 1px solid #cfcfbf; padding: .5em 1em 1em; color: #000000; background-color: #f0f0ff; vertical-align: top; text-align: left;"
+
{| width="100%" style="border: .5px solid #cfcfbf; padding: 1em 1em 1em; color: #000000; background-color: #f7f7f7; vertical-align: top; text-align: left;"
|+ '''22050Hz Mono, 22050Hz Stereo, 44100Hz Mono, 44100Hz Stereo, 48000Hz Mono, 48000Hz Stereo'''
+
|+ '''22.05KHz - 96KHz, Mono and Stereo'''
 
! Format !! Header !! WIN !! MAC !! LINUX
 
! Format !! Header !! WIN !! MAC !! LINUX
|-valign="top" bgcolor="#e7e7ff"
+
|--valign="top" bgcolor="#e7e7ff"
  +
| ogg
  +
| Ogg-vorbis
  +
| YES
  +
| YES
  +
| YES
  +
|-valign="top"
 
| raw
 
| raw
 
| headerless A-Law
 
| headerless A-Law
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| raw
 
| raw
 
| headerless U-Law
 
| headerless U-Law
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| raw
 
| raw
| headerless 16Bit DWVW
+
| headerless 16-Bit DWVW
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| raw
 
| raw
| headerless 24Bit DWVW
+
| headerless 24-Bit DWVW
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| raw
 
| raw
| Signed 16Bit PCM
+
| Signed 16-Bit PCM
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| raw
 
| raw
| Signed 24Bit PCM
+
| Signed 24-Bit PCM
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| raw
 
| raw
| Signed 32Bit PCM
+
| Signed 32-Bit PCM
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| raw
 
| raw
| 32Bit Float
+
| 32-Bit Float
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| raw
 
| raw
| 64Bit Float
+
| 64-Bit Float
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| wav
 
| wav
| MS Signed 16Bit PCM
+
| MS Signed 16-Bit PCM
 
| YES
 
| YES
|
 
  +
| no
|
 
  +
| YES
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| wav
 
| wav
| MS ADPCM
+
| MS 4-Bit ADPCM
 
| YES
 
| YES
|
 
  +
| no
|
 
  +
| YES
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| wav
 
| wav
| MS IMA ADPCM
+
| MS 4-Bit IMA ADPCM
 
| YES
 
| YES
|
 
  +
| no
|
 
  +
| YES
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| wav
 
| wav
| MS 32Bit Float
+
| MS 32-Bit Float
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| wav
 
| wav
| MS 64Bit Float
+
| MS 64-Bit Float
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| wav
 
| wav
 
| MS U-Law
 
| MS U-Law
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| wav
 
| wav
 
| MS A-Law
 
| MS A-Law
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| wav
 
| wav
| MS Signed 24Bit PCM
+
| MS Signed 24-Bit PCM
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| wav
 
| wav
| MS Signed 32Bit PCM
+
| MS Signed 32-Bit PCM
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| wav
 
| wav
 
| MS 32kbs G721 ADPCM
 
| MS 32kbs G721 ADPCM
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| wav
 
| wav
 
| MS GSM 6.10
 
| MS GSM 6.10
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| wav
 
| wav
 
| NIST A-Law
 
| NIST A-Law
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| wav
 
| wav
 
| NIST U-Law
 
| NIST U-Law
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| wav
 
| wav
| NIST Signed 16Bit PCM
+
| NIST Signed 16-Bit PCM
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|--valign="top"
+
|--valign="top" bgcolor="#e7e7ff"
 
| wav
 
| wav
| NIST Signed 24Bit PCM
+
| NIST Signed 24-Bit PCM
 
| no
 
| no
|
 
  +
| no
|
 
  +
| no
|-valign="top" bgcolor="#e7e7ff"
+
|-valign="top"
 
| wav
 
| wav
| NIST Signed 32Bit PCM
+
| NIST Signed 32-Bit PCM
  +
| no
  +
| no
 
| no
 
| no
|
 
|
 
|--valign="top"
 
| ogg
 
| Ogg-vorbis
 
| YES
 
|
 
|
 
 
|-valign="top" bgcolor="#e7e7ff"
 
|-valign="top" bgcolor="#e7e7ff"
 
| flac
 
| flac
| 16Bit L5
+
| 16-Bit L5
  +
| no
  +
| no
 
| no
 
| no
|
 
|
 
 
|--valign="top"
 
|--valign="top"
 
| flac
 
| flac
| 24Bit L5
+
| 24-Bit L5
  +
| no
  +
| no
 
| no
 
| no
|
 
|
 
 
|}
 
|}
  +
  +
Tested Systems: LINUX UBUNTU, MAC OS X, WIN 2000 and WIN XP.<br><br>
  +
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<br>
  +
[[#top | top]]
  +
 
===NOTES===
 
===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.<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 -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.<br>
  +
[[#top| top]]

Revision as of 21:35, 26 January 2008

OVERVIEW


I've often missed some background music while playing Oolite. Yes, it was possible to use other software
for this (like Winamp, iTunes,...), but that's not the way it should be. Oolite was a little bit 'incomplete'.

That was yesterday.

HANDLING


Just place your soundfiles (.ogg or .wav) in the OXPs Sounds-folder.<br\> Open descriptions.plist in the Config-folder (you can use a simple text-editor) and add your filenames to the array.

Example:

 <key>hyperradio_songlist</key>
   <array>
     <string>example.ogg</string>
     <string>my_first_sound.ogg</string>
     <string>my_second_sound.ogg</string>
     <string>My_first_music.ogg</string>
     <string>my_second_music.ogg</string>
   </array>

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

Step to the game. Buy the Hyperradio, launch from the station and press F7 (SYSTEM_DATA_SCREEN)
and step back to the cockpit view (F1). When the song is over... F7, back to F1,...

!!!! 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
   Tchaikovsky-Swan_Lake_Act_II_Scene_Moderato.ogg
   Leon_Willett-Dreamfall.ogg

DOWNLOAD


There are 2 different version available:
Don't use them together, because they are using the same namespaces and variables.

Hyperradio_js_1_02.zip (406 KB)
This version runs ONLY under Oolite v1.70!
It uses Java-Script and has some functionallity that can't be done with the old legacy scripting method.

Hyperradio_legacy_1_00.zip (405 KB)
This version runs on Oolite v1.65 - v1.70.
top

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 -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.
top