Author Topic: Audiosurf Mod Manager  (Read 24672 times)

Pwntastic

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Re: Audiosurf Mod Manager
« Reply #15 on: April 07, 2008, 10:06:05 am »
http://un4seen.com/
BASS is an audio library ... its purpose is to provide developers with powerful and efficient sample ... MOD music (XM, IT, S3M, MOD, MTM, UMX) ... All in a tiny DLL, under 100KB* in size.

C/C++, Delphi, Visual Basic, and MASM APIs are provided, with several examples to get you started. .Net and other APIs are also available.

then use this song. make sure to add a checkbox to disable the music in case i'm already listening to this song when i open the mod manager ;)

Dylan

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Re: Audiosurf Mod Manager
« Reply #16 on: April 07, 2008, 10:17:59 am »
I was just trying out some of the latest texture mods and this made it much easier. Nice work!

ANOON

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Re: Audiosurf Mod Manager
« Reply #17 on: April 08, 2008, 04:28:53 am »
Damn I was not the only one working on a mod manager  :-\

My own MOD Manager is not finished yet but it looks like this right now:




I think it can do the same as this one except I can choose which mods I want to install
« Last Edit: April 08, 2008, 04:31:37 am by ANOON »

Cody900

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Re: Audiosurf Mod Manager
« Reply #18 on: April 08, 2008, 10:02:50 am »
Damn I was not the only one working on a mod manager  :-\

I think it can do the same as this one except I can choose which mods I want to install

Nice.

Yeah, I was just thinking about choosing which files you want, I'm putting it on my todo list.

And now I guess I can give you guys a preview of the new version that should be finished soon:


Dylan

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Re: Audiosurf Mod Manager
« Reply #19 on: April 08, 2008, 10:18:59 am »
What would be the easiest way to pass a message to Audiosurf when someone changes a mod from a manager?

That way it could immediately redraw with the new textures instead of having to restart the track.

Cody900

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Re: Audiosurf Mod Manager
« Reply #20 on: April 08, 2008, 12:05:32 pm »
What would be the easiest way to pass a message to Audiosurf when someone changes a mod from a manager?

That way it could immediately redraw with the new textures instead of having to restart the track.

There isn't an "easy" way really..... Process hooking is a bit out of my league, and from what I've been reading, I'm able to get a handle to Audiosurf's window, but I can't find a way to show any kind of message inside it, or call any of the code, because I don't know the code.

Bah, talking between 2 programs is too hard. >: Maybe someone here knows some good stuff about the Windows API.

EDIT: Actually.... couldn't you just bind a key combo to reload the textures? Say, shift + q. When someone changes the current textures, I can just put in a message to go and hit shift + q in Audiosurf?
« Last Edit: April 08, 2008, 12:35:35 pm by Cody900 »

Faxmachinen

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Re: Audiosurf Mod Manager
« Reply #21 on: April 08, 2008, 12:10:26 pm »
I haven't looked into it, but I think the easiest way for Python is through a loopback connection.

Dylan

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Re: Audiosurf Mod Manager
« Reply #22 on: April 08, 2008, 01:53:52 pm »
That sounds pretty easy. If you can pass a key to Audiosurf then I'd be happy to bind texture reloads to something. You could test it by sending Esc.

Cody900

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Re: Audiosurf Mod Manager
« Reply #23 on: April 08, 2008, 03:13:30 pm »
That sounds pretty easy. If you can pass a key to Audiosurf then I'd be happy to bind texture reloads to something. You could test it by sending Esc.

I can't send a key to it.... I can send any of these WM_ message handlers: http://msdn2.microsoft.com/en-us/library/z8k1sx90(VS.80).aspx but you'd need to write some code that handles it and loads the textures.

But other than that, there's nothing I can do in the way of talking to Audiosurf. What I meant, was just for you to create the bind that re-loads the textures, my manager wouldn't have anything to do with that, I'd just tell people to press the key combo....

Faxmachinen

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Re: Audiosurf Mod Manager
« Reply #24 on: April 08, 2008, 03:49:57 pm »
Well, Java has this fun little library. Python doesn't appear to have anything like it.
There's also named pipes though, but in Windows there's little difference between a named pipe and a socket, and you've already got sockets anyway.

UnknownAssassinX

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Re: Audiosurf Mod Manager
« Reply #25 on: April 08, 2008, 07:19:14 pm »
I don't know if this would be easy or even good to implement, but maybe create a file inside of the textures folder that gets checked for modifications every few seconds, and if the files been changed then it could load up all the textures again, then make the file empty?
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tnl

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Re: Audiosurf Mod Manager
« Reply #26 on: April 08, 2008, 09:17:55 pm »
I don't know if this would be easy or even good to implement, but maybe create a file inside of the textures folder that gets checked for modifications every few seconds
Polling is generally bad.

As for inter-process communication, I would be alright with audiosurf acting as a webserver on a custom port.  Although the security would be questionable, this would make it accessible to scripters and programmers alike  :D

Perhaps protect against people controlling or connecting to your instance, by limiting IPs to being local, and having some password system.

ANOON

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Re: Audiosurf Mod Manager
« Reply #27 on: April 09, 2008, 05:14:06 am »
That sounds pretty easy. If you can pass a key to Audiosurf then I'd be happy to bind texture reloads to something. You could test it by sending Esc.
Yeah, I think this is the easiest way

Cody900

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Re: Audiosurf Mod Manager
« Reply #28 on: April 09, 2008, 09:19:20 am »
I don't know if this would be easy or even good to implement, but maybe create a file inside of the textures folder that gets checked for modifications every few seconds, and if the files been changed then it could load up all the textures again, then make the file empty?

Yeah, a timer came to mind, and I do actually put a file in the textures folder with the currently installed name, so that changes.

But as already said, it was would take too many resources to keep constantly checking.

Cody900

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Re: Audiosurf Mod Manager
« Reply #29 on: April 09, 2008, 10:13:26 am »
Ha. Dylan look what I've managed to do.... set the title text. :P

Not a lot, but making some progress.