Author Topic: sciAudio - a new way to put sound in your games!  (Read 61088 times)

0 Members and 1 Guest are viewing this topic.

Offline Doan Sephim

Re: sciAudio - a new way to put sound in your games!
« Reply #105 on: July 22, 2020, 08:10:28 PM »
Collector, I downloaded the most recent version (1.3). I'm getting unusual behavior and cannot get the program to publish. Sometimes It will produce a script, but have the same problem where the compile button is unavailable. Other times it simply won't produce a script at all regardless of if I press publish or not. One time it gave me a script AND allowed me to compile, but it said there was an error. When I tried comment out the error line (just to see what happened), it wouldn't compile at all anymore...

I think I followed all the directions properly.
« Last Edit: July 22, 2020, 08:14:27 PM by Doan Sephim »
Artificial Intelligence Competition

Offline Collector

Re: sciAudio - a new way to put sound in your games!
« Reply #106 on: July 22, 2020, 10:22:52 PM »
Did you start with Publisher or Publish?

* Completely delete the old Publisher and unpack the new version in Companion's plugin folder.
* Start Companion, load your game and click the plugins menu and select "NSIS Publisher". It should open to the game's properties tab with most of the fields filled.
* Complete any missing fields and/or make any corrections. Click the "Publish" button above the fields. It should generate the NSI script and the compile buttons should be enabled.
KQII Remake Pic

Offline Doan Sephim

Re: sciAudio - a new way to put sound in your games!
« Reply #107 on: July 22, 2020, 10:33:55 PM »
Did you start with Publisher or Publish?

* Completely delete the old Publisher and unpack the new version in Companion's plugin folder.
* Start Companion, load your game and click the plugins menu and select "NSIS Publisher". It should open to the game's properties tab with most of the fields filled.
* Complete any missing fields and/or make any corrections. Click the "Publish" button above the fields. It should generate the NSI script and the compile buttons should be enabled.

I followed these steps and am getting the same problem. The Publish button currently doesn't seem to be doing anything.

I tried other fan SCI games as well and am getting the same issue.

Offline Collector

Re: sciAudio - a new way to put sound in your games!
« Reply #108 on: July 22, 2020, 10:45:45 PM »
I'll take another look, but it is working for me.
KQII Remake Pic

Offline Doan Sephim

Re: sciAudio - a new way to put sound in your games!
« Reply #109 on: July 22, 2020, 10:56:43 PM »
I'll take another look, but it is working for me.
Hmm...well that's good! I wonder what's going on on my end? I will keep tinkering. I think I'll start from scratch with everything. Companion, the Installer, and NSIS

Damn! I just downloaded/reinstalled new versions of Companion, the Publisher, and NSIS, merged the foldres and am getting the same result...very frustrating!

I cannot seem to get it to produce a script at all, for any game I put in, whether I press "publish" in companion or "NSIS publisher." All the project properties are auto-filled just as you said, but when I click "publish" nothing seems to happen. If I click the NSI script editor tab, there is just a blank page.
« Last Edit: July 22, 2020, 11:34:47 PM by Doan Sephim »
Artificial Intelligence Competition

Offline Collector

Re: sciAudio - a new way to put sound in your games!
« Reply #110 on: July 23, 2020, 10:39:14 AM »
OK, it was a silly little error from a quick cleanup just before the final build. Go grab it now.
KQII Remake Pic

Offline Doan Sephim

Re: sciAudio - a new way to put sound in your games!
« Reply #111 on: July 23, 2020, 10:49:12 AM »
OK, it was a silly little error from a quick cleanup just before the final build. Go grab it now.
Glad to hear it! I will give it a shot soon.

Ok! Things are working, which is good. I'm getting an invalid path error around line 56. I don't have much time to troubleshoot (Wife's bday and all) but hopefully tonight I will give it more attention.

Thanks for updating this Collector!

Edit 1: Got it to publish Quest for the Cheat, but still struggling with Betrayed...will keep at it.

« Last Edit: July 23, 2020, 12:13:45 PM by Doan Sephim »
Artificial Intelligence Competition

Offline Doan Sephim

Re: sciAudio - a new way to put sound in your games!
« Reply #112 on: July 23, 2020, 12:14:03 PM »
Got it to publish Betrayed as well, but had to comment out line 56
Code: [Select]
!insertmacro MUI_PAGE_LICENSE "${PROJECT_PATH}\Publish_Include\LICENSE.TXTIf I leave that in, I get:
Code: [Select]
Compiling Script...
Processing config: C:\Program Files (x86)\NSIS\nsisconf.nsh
Processing script file: "D:\Ba1_1\Betrayed Alliance Playtest Version\Betrayed Alliance Copy\Setup Script.nsi" (ACP)
LicenseData: open failed "D:\Ba1_1\Betrayed Alliance Playtest Version\Betrayed Alliance Copy\Publish_Include\LICENSE.TXT"
Usage: LicenseData local_file_that_has_license_text | license_lang_string
Error in macro MUI_PAGEDECLARATION_LICENSE on macroline 17
Error in macro MUI_PAGE_LICENSE on macroline 6
Error in script "D:\Ba1_1\Betrayed Alliance Playtest Version\Betrayed Alliance Copy\Setup Script.nsi" on line 56 -- aborting creation process
Am I just missing some file that I should have?
« Last Edit: July 23, 2020, 12:23:20 PM by Doan Sephim »
Artificial Intelligence Competition

Offline Doan Sephim

Re: sciAudio - a new way to put sound in your games!
« Reply #113 on: July 23, 2020, 12:32:37 PM »
@Gumby

I finally got everything installing and working properly with music! I'm ecstatic!

There is one weird thing going on with SCI audio (I think). I don't mess with the volume or allow player input to change it, but sometimes the audio seems to play louder than other times. I'll open the program and the title theme will play either loud or softly. Then when the next song starts, sometimes it's loud and sometimes it's soft. There doesn't appear to be any rhyme or reason. I'm not too concerned about it, I think somehow the volume is bouncing between 70 and 100...I just don't know how or why.
Any thoughts?
« Last Edit: July 23, 2020, 12:39:24 PM by Doan Sephim »
Artificial Intelligence Competition

Offline Collector

Re: sciAudio - a new way to put sound in your games!
« Reply #114 on: July 23, 2020, 01:32:10 PM »
It's just not finding your "LICENSE.TXT" in the "Publish_Include" folder. Drop it in that folder or change the path in the script to match. You can comment the line out as you did if you do not want to use a license.
KQII Remake Pic

Offline gumby

Re: sciAudio - a new way to put sound in your games!
« Reply #115 on: July 23, 2020, 07:18:47 PM »
There is one weird thing going on with SCI audio (I think). I don't mess with the volume or allow player input to change it, but sometimes the audio seems to play louder than other times. I'll open the program and the title theme will play either loud or softly. Then when the next song starts, sometimes it's loud and sometimes it's soft. There doesn't appear to be any rhyme or reason. I'm not too concerned about it, I think somehow the volume is bouncing between 70 and 100...I just don't know how or why.
Any thoughts?
Offhand I don't know why that would happen.  Are you including a volume command on playback?  If so, maybe the adjustment of the volume is failing sometimes.  Can you post the command you are issuing along with the output from the sciAudio.log file?
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition

Offline Doan Sephim

Re: sciAudio - a new way to put sound in your games!
« Reply #116 on: July 23, 2020, 10:26:32 PM »
Offhand I don't know why that would happen.  Are you including a volume command on playback?  If so, maybe the adjustment of the volume is failing sometimes.  Can you post the command you are issuing along with the output from the sciAudio.log file?
First instance of music code:
Code: [Select]
= snd aud (send snd:
                    command("playx")
                    fileName("music\\profilegames.mp3")
                    volume("70")
                    loopCount("0")
                    init()
                )
Next:
Code: [Select]
= snd aud (send snd:
            command("playx")
            fileName("music\\titlescreen.mp3")
            volume("70")
            loopCount("0")
            init()
        )
Third - this one gets loud every time I've tried now (about 10 times) more often than others.
Code: [Select]
= snd aud (send snd:
            command("playx")
            fileName("music\\intro.mp3")
            volume("70")
            loopCount("0")
            init()
        )
Then a little different:
Code: [Select]
= snd aud (send snd:
            command("stop")
            fileName("music\\intro.mp3")
            fadeOutMillisecs("4000")
            loopCount("0")
            init()
        )
followed by:
Code: [Select]
= snd aud (send snd:
                    command("playx")
                    fileName("music\\wizardsroom.mp3")
                    volume("70")
                    loopCount("-1")
                    init()
                )
There is also a room with has a musical score and if you come and go (restarting the music) once in a while it gets loud. It's call is the same as the others:
Code: [Select]
= snd aud (send snd:
                    command("playx")
                    fileName("music\\overworld.mp3")
                    volume("70")
                    loopCount("0")
                    init()
                )

As for the log, I'm not quite sure where to locate it. Is this what you mean?
Quote
Disposing of file stream
Beginning playback for: music\titlescreen.mp3
sample volume is: 70
Reading INI file: D:\BA1_1\Betrayed Alliance Playtest version\Betrayed Alliance\sciAudio\sciAudio.ini
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Monitoring application: DOSBox. sciAudio application will run until DOSBox exits.
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
attr.command =  play
Sample Volume = 70
Stopping playback for sound class: nosoundclass
Stopping playback & disposing
Disposing of file stream
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Beginning playback for: music\intro.mp3
sample volume is: 70
Starting fade out of 4000 milliseconds
Stopping playback & disposing
Disposing of file stream
attr.command =  play
Sample Volume = 70
Sound class isn't currently playing, cannot stop: nosoundclass
Fail: WaveOutEvent device was not closed
Fail: WaveOutEvent device was not closed
Beginning playback for: music\wizardsroom.mp3
sample volume is: 70
Monitored application not found running, or the 'exit' command was issued.  Exiting application.

Offline Doan Sephim

Re: sciAudio - a new way to put sound in your games!
« Reply #117 on: July 23, 2020, 10:39:38 PM »
I played with the volume on the one that is always LOUD, and even when I put it down to 15, it still is louder than the other songs. It does vanish as you go down, though. 0 is inaudible and 1 is very soft.

Edit: that room is not always loud! If I wait a bit longer on the previous room, the volume will be "normal". So there's something to do with timing?
« Last Edit: July 23, 2020, 11:43:01 PM by Doan Sephim »
Artificial Intelligence Competition

Offline gumby

Re: sciAudio - a new way to put sound in your games!
« Reply #118 on: July 24, 2020, 07:01:26 PM »
Yeah, that's the log that I was referring to.  I wonder if the volume setting is carrying over from the previously played sound.  Maybe the fade settings on the previous sound?

EDIT: But it doesn't look like you are fading from the titlescreen sound to the into.  Hrm.
« Last Edit: July 24, 2020, 07:04:54 PM by gumby »
In the Great Underground Empire (Zork port in development)
Winter Break 2012 Rope Prop Competition

Offline ZvikaZ

Re: sciAudio - a new way to put sound in your games!
« Reply #119 on: September 30, 2020, 09:17:09 AM »
Hi.

I admit that I haven't read the thread...
However, according to its title, it might be a good place to share that sluicebox, ScummVM's main SCI dev, has added support to SciAudio:

Quote
[scummvm:master] 5 new commits
ee553af SCI: Re-add Betrayed Alliance 1.2 detection entry - sluicebox
b9f9733 SCI: Add fan game Soulshade Asylum detection entry - sluicebox
843dd30 SCI: Add support for fan library sciAudio 1.1 - sluicebox
4b5260f SCI: Fix volume slider bug in fan games - sluicebox
f1d4ff6 SCI: Fix boundary checks when drawing font chars - sluicebox

Including a fix to volume issue, that might be related to the last posts here.


SMF 2.0.19 | SMF © 2021, Simple Machines
Simple Audio Video Embedder

Page created in 0.072 seconds with 24 queries.