Yeah, that's probably the best idea. Or finding a sound handle in the bik-> pointer and see where what I can do with it ;-)
I found a way to find the IMaterial that the bink renders onto, so getting the video ingame is just placing the material on a TV-shaped box. Of course, the material is created along with the Bink handle, so I have to replace the material on the TV-shaped box with the bink material once it is created. Any idea how to do this? Sortie ----- Original Message ----- From: "James Luzwick" <[email protected]> To: "Discussion of Half-Life Programming" <[email protected]> Sent: Wednesday, February 04, 2009 7:28 PM Subject: Re: [hlcoders] Ingame Movie Playback > I'm pretty new to source but I have an idea of how you might be able to > get > that working. > > Basically the idea is you extract the sound as a wav file or ogg vorbis, > whatever the hl2 api supports for playback, and then when the video is > played, you call a class to emit the sound file at the location the video > is > playing from, and it might provide a similar feature. You could probably > look at a hl2 character's code and find where the code is for emitting > sound > from a specific point. Maybe alex's code is good since I know she likes > to > talk alot :) (I know, bad joke) > > On Wed, Feb 4, 2009 at 10:08 AM, Jonas 'Sortie' Termansen > <[email protected] >> wrote: > >> I did some research about Bink and found that their tools are freely >> available on their website. The SDK isn't publicly available, but every >> function I need is already in the Source SDK. >> >> vgui_video.cpp showed me exactly how the TF2 videos are drawn and it >> seems >> that it's very easy to get the bink videos ingame, since the video are >> already rendered onto a material, I just need to put that material onto a >> surface via code, and everything should work just fine. >> >> I'm not sure how the sound works though, gonna be a little tricky to get >> it >> working, but it is indeed possible. >> >> Thanks for your help. >> >> ----- Original Message ----- >> From: "Jorge Rodriguez" <[email protected]> >> To: "Discussion of Half-Life Programming" >> <[email protected] >> > >> Sent: Wednesday, February 04, 2009 6:42 PM >> Subject: Re: [hlcoders] Ingame Movie Playback >> >> >> > I've never done ingame video playback, so take this advice at face >> > value. >> > >> > On Wed, Feb 4, 2009 at 10:35 AM, Jonas 'Sortie' Termansen >> > <[email protected] >> >> wrote: >> > >> >> - AVI files seem to be rather large, according to my experience >> > >> > >> > Compress them? If you're running 1080 movies then no wonder they are >> > large. >> > If you make them 640 or 320 then they will reduce in size >> > significantly. >> > Your source video files will be likely uncompressed or lossless >> > compressed, >> > but the final cut you can export with lossy compression to reduce the >> > filesize to about 1/10th. I can't imagine your video is more than a >> couple >> > minutes long, it should get to over a couple dozen megs if you choose >> > the >> > right compression options. >> > >> > - The tutorial doesn't mention how to get sound from an movie file >> playing >> >> while ingame >> > >> > >> > If you can't get the video to be an audio source as well, it would be >> easy >> > to try having the audio in a separate .wav or .mp3, and having an >> > ingame >> > audio entity play the sound separate from the video, and hope the two >> > don't >> > get out of sync. >> > >> > TF2 uses bink to play videos on a vgui panel and that may be the >> > easiest >> > option for you, but I don't think Valve has ever done this with an >> > ingame >> > vgui panel, only a HUD one, so you may run into problems. Bink files >> > get >> > ridiculously small and are effortless to make, with the only real >> > limitation >> > being the inablitity to change the video's position while it's playing >> > without restarting it. >> > >> > -- >> > Jorge "Vino" Rodriguez >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> >> >> _______________________________________________ >> To unsubscribe, edit your list preferences, or view the list archives, >> please visit: >> http://list.valvesoftware.com/mailman/listinfo/hlcoders >> >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

