Actually, I'm already writing one for you guys as an SDK example.  :)
(Working on it from home so that I could test whether I could do what I
needed with the SDK)

Right now there isn't a way to detect sound finishing from the client
.dll, but I'm going to add such a method to the engine and we'll release
that API in a future SDK update ( I also want to expose more information
about the current active sound list ).

I've got it basically up and running except for that part mentioned
above which I'm going to add to the engine in the next few days.  I hope
to have the mp3 player example in shippable form some time in the next
few weeks.

Also, finding the exact length of a variable bit rate mp3 turns out to
be a bit trickier than expected, so guessing the ending time becomes
even trickier.

Yahn

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
British_Bomber
Sent: Wednesday, February 09, 2005 1:18 PM
To: [email protected]
Subject: [hlcoders] Mp3 Playing

Is there any way of either finding out when an MP3 is done plaing in
HL2 or of queueing mp3's?  I am going to implement an ingame mp3 player
and would rather not have to include DirectShow, as others have, rather
I want to use the built in mp3 player that HL2 already has.  The playing
of an mp3 is easy enough, lol infact I doubt it could be easier from the
console, but the tricky part will be making playlists.  I may just be
approaching this all wrong but to use the ingame mp3 function would
require me to either find out when the song is done, by having the
engine tell me, or by finding out the song length from the file and
starting the next song after that time has been reached.  The later
seems like the only way to successfully use the in game mp3, but is the
former possible? It would obviously do the same thing but it would save
me having to find out how to read mp3 files and then get that info, then
implement it.
God I hate being a noob.

-Thanks guys

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