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MKKJ

Advanced Track Player

Recommended Posts

MKKJ

Header.png


Version 1.0.1

Advanced Track Player, or ATP features customizable music player which can also acts as radio replacement.

Additional features also included for more customization and allows to recreate radio system itself.

Features

  • Register up to 64 custom radio channels, with up to 999 tracks each.
  • Listen to custom radio anytime, anywhere. No vehicle needed.
  • Additional and customizable interface, such as Channel Logo and Track Title.
  • Supports mp3, ogg, wav, aac, m4a, wma, m4r format.
  • Supports optional tracks to recreate radio system: Tracks, ID, DJ Commentary, Advertisement, etc.
  • Allows channel locked to certain area, so they can't be played out of said area.


Video & Screenshots

 

SS1.jpg


SS2.jpg

 

 

Download

v1.0.1 - Download - GTAInside - source

v1.0.0 - Download - source

Other Downloads

 

Adapted channels

K-Rose - MKKJ

K-DST - Moreno_Sensual

Radio X - Moreno_Sensual

Radio Los Santos - Wakka387

GTA:SA Advertisements - MKKJ

 

Miscellaneous

Batch file to rename all extension to .atp

 

Other Projects

Grand Theft Auto: Vital Improvements Pack - Dealux

GTA Vice City stations - Carlos Alberto *contains actual config files, be careful when you try to copy everything

 

 

Channel Setup Reference

This reference is included in download file along with instruction

Basic%2BReference.jpg

Radio%2BReference.jpg

 

 

Compatibility

  • ATP will disable and replace radio interface from HUD mods. (DK22Pac's GTAV HUD's, _AG's GTAIV HUD)
  • Using another music player script (ex. GTA Underground, Walkman Visual, etc) result in several tracks from each mod plays together. Make sure to turn off one of them. (Pocket Player mode is recommended)

Downsides, Bugs & Issues

  • Shortcut files are not supported
  • Installation error would occur if player register/install tracks incorrectly.
  • In rare case, player stuck performing radio tuning animation. Simply exit vehicle to solve this problem.
  • Alt+Tabbing or similiar methods left music playing in background.

Changelog

 

-- 1.0.1 --
- Main tracks now required by channel, and will considered invalid if none registered
- Changing tracks now have delays to navigate through several tracks, just like changing channel
> Doesn't apply to optional tracks
- Track name now always shown in interface
- Added "TrackNameToogle" setting to enable old behavior of Track name
- Added "LimitStreaming" option, to limit channel streaming for better performance
> Channel eventually stops streaming if inactive and starts when selected again
> Track name also only shows up when channel is selected

 

-- 1.0 --
- Added Track Variations, simply a variation for edited version of each tracks.
- Added Atmospheric Tracks, variation of side-tracks and plays on certain time or weather.
- Increased channel limit to 64.
- Implemented Channel's Area Limit, channel can now set to only play on certain area.
> Added cheat to ignore this limit
- Channel no longer replay recently played tracks.
- Added "Previous Track" button.

- Disabling default radio now comes with 3 options: Don't disable radio, Disable radio if ATP active, Disable radio completely
> Changed "DontDisableRadio" to "DisableOldRadio".
- Rewrite debug interface, more info displayed at once.
- Script now skips invalid ID during "channel.ini" loading instead of ending the process.
- Registering 'NONE' or 'ADS' as channel ID now considered invalid
- Rewrote track cycle pattern

-- 0.9.7 --
- ATP now emulates Radio EQ effect for Bike's Radio and Bass Boost (Car Radio mode)
> Toogleable with Radio EQ option
* Fixed interface not showing channel's inactivity (no gray text/no transparent logo)

-- 0.9.6 --
- ATP now loads supported audio files with custom extension *.atp
- Channels no longer start from very beginning of tracks
- Changes in Track type pattern
> Ads now play more often
> Fix to Ads and IDs eventually stop playing if Side-Tracks are not registered
- Screen fade now affects ATP volume

-- 0.9.5 --
- Fixed crash issue with GTAIV HUD when trying to re-enable default radio.

-- 0.9.4 --
- Default radio now controllable as long ATP is not playing. (Pocket Player mode)
- Default radio interface will overlap ATP's
- Added "DontDisableRadio" setting, to allow default radio controllable (Pocket Player mode)
- Fix to script incorrectly reads added vehicle's radio status
- Improved interface width calculation, "SizeW" and "SizeH" can have same value for square textures.
- Changed Debug activation input to "MPDEB"
- Current Channel Logo now transparent if inactive

-- 0.9.3 --
- Tracks in each channel now can be categorized as Main Tracks, Side-Tracks/Extra, and ID
> Side-tracks and ID are completely optional
> Changed filenaming format for each track category
- Rewrite config format, now Channels must have its own segment
> Player can assign number of optional Side-Tracks and ID
> Ads can be disabled for specific channel
> Each channel can choose to play their tracks as Sequential, Random or Radio
- Added Quick Off key, to turn off ATP without switching many channels
- Added "NextTrackOptional" setting, whether "NextTrack" key ignores optional tracks or not
- Removed "TrackShuffle" setting
- Changed ATP volume source to internal volume instead of "Radio Volume" option only
- Changed debug display

-- 0.9.2 --
- ATP now supports OGG, WAV, AAC, M4A, WMA, and M4R format
- Default Radio now correctly disabled and no longer disruptable
- Radio Auto-Tune now affects any vehicle that player isn't owned (Car Radio mode)
- Now player performs radio tuning animation when changing channel (Car Radio mode)

 

Edited by MKKJ

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Light Syde Riandy

Ah, something that I wanted from a long time ago. Is this finished? I wanted to add "v rock" from vc and "head radio" from lcs for instance.

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MKKJ

Yes, you can register a radio channel with only one track, like radio file from older GTA. But it must be converted to .mp3 first.

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Stierlitz

Great job man, love your mods

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Blue

Great stuff. You have no idea for how long I've been waiting for this! :D

Edited by Blue

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_𝓐𝓖

Looks cool, well done :)

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XMAX1941

Love it

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B Dawg

f*ckin A! Now we no longer have to deal with the crashy default custom radio :D

 

Edit: It doesn't accept MP3 shortcuts? :( And music still keeps playing when you alt tab lol (until the song ends)

Edited by B Dawg

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Dealux

What about implementing WAV support?

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LaDiDa

Might as well do aac instead of mp3 then ;)

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MKKJ

Edit: It doesn't accept MP3 shortcuts? :( And music still keeps playing when you alt tab lol (until the song ends)

 

What about implementing WAV support?

 

Might as well do aac instead of mp3 then ;)

 

I just simply took advantage of CLEO's audio engine, which unfortunately also borrow its downsides, including alt-tab problem and mp3-only support.

I'm thinking of requesting more audio format support to cleo thread.

Bugs & Issues updated in main post.

 

edit: you can slap me for that one

Edited by MKKJ

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Dealux

It would be super useful. I'm going to remaster all the radio stations soon and I could really use this mod.

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XMAX1941

Hey, can you add the motorcycle audio filter when I'm playing music on foot in the next update?

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MKKJ

Hey, can you add the motorcycle audio filter when I'm playing music on foot in the next update?

I don't understand. Can you explain it?

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Dealux

There's an EQ setting in the audio options for motorbikes to simulate how a crappy radio would sound in the default game.

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MKKJ

Unfortunately, i can't emulate similiar feature.

ATP only utilizes simple load and play audio provided by CLEO, so it highly depends on it.

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Crspy

@MKKJ , for the Alt-Tab bug you can make a work-around for it by putting the script in a loop that stops the script from working ( stop music ) when the player press ALT+TAB ..... and when he switches back to the game he press "P" for example to get out of the loop and continue working (playing music).

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MKKJ

@MKKJ , for the Alt-Tab bug you can make a work-around for it by putting the script in a loop that stops the script from working ( stop music ) when the player press ALT+TAB ..... and when he switches back to the game he press "P" for example to get out of the loop and continue working (playing music).

That won't work well. There are various ways to shift window focus from SA besides Alt+Tab including interruption.

Besides, somehow Cleo can't detect Alt key being pressed, and the script won't respond quick enough to detect any press before window focus got shifted.

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Crspy

 

@MKKJ , for the Alt-Tab bug you can make a work-around for it by putting the script in a loop that stops the script from working ( stop music ) when the player press ALT+TAB ..... and when he switches back to the game he press "P" for example to get out of the loop and continue working (playing music).

That won't work well. There are various ways to shift window focus from SA besides Alt+Tab including interruption.

Besides, somehow Cleo can't detect Alt key being pressed, and the script won't respond quick enough to detect any press before window focus got shifted.

 

oh okay , never knew that Alt key can't be detected..... i guess we will have to wait for Deji to fix it then :)

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Rachel Amber

Nice mod, I like it. :yawn:

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Ash_735

MP3 only is a drawback, could've at least hooked into San Andreas native support for OGG and LPCM.

 

Edit: And using TXDWorkshop to show off how to do textures, ugh, why do people insist on using outdated tools?

Edited by Ash_735

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MKKJ

I never tried hooking before, could've need tutorial and reference for that. Where can i find one?

TXDWorkshop

Because everyone and their grandma at least know TXDWorkshop.

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Ash_735

Because everyone and their grandma at least know TXDWorkshop.

So that means it should still be pushed even though there's better tools that DON'T break the game? :p

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MKKJ

 

Because everyone and their grandma at least know TXDWorkshop.

So that means it should still be pushed even though there's better tools that DON'T break the game? :p

 

Well, it's their choice. I put TXDWorkshop in reference just because it doesn't look out-of place.

Edited by MKKJ

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Ash_735

I'm curious if you've tried OGG VORBIS format though, as long as the plug-in/mod knows to include .ogg, then the game should automatically play it as the game loads the OGG codec (since that's what the game uses for it's STREAMS).

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MKKJ

I'm curious if you've tried OGG VORBIS format though, as long as the plug-in/mod knows to include .ogg, then the game should automatically play it as the game loads the OGG codec (since that's what the game uses for it's STREAMS).

You're right, really my bad on that part.

.ogg and .aac format works well, ATP currently only looks for mp3 because i haven't tried other formats yet.

 

I'll update it after trying other formats.

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Ivan1997GTA

Nice script, but I can't download it, only the source. When I try to download the actual file, it says "permission denied", because of copyrighted music. When you make a newer version of this script, can you please put in blank MP3 files next time? Maybe you should consider adding support for station ID's, if there isn't one already.

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MKKJ

Update

v0.9.2
- ATP now supports OGG, WAV, AAC, M4A, WMA, and M4R format
- Default Radio now correctly disabled and no longer disruptable
- Radio Auto-Tune option now affects any vehicle that player isn't owned (Car Radio mode)
- Now player performs radio tuning animation when changing channel (Car Radio mode)

ATP now supports many common audio formats. Audio's file format can be seen in Debug as well. Still no shortcuts, though.
Also replaced sample songs with blank mp3, sample Advertisement track reduced to 5 and in ogg format.



Maybe you should consider adding support for station ID's, if there isn't one already.

What do you mean by this? Is it related to 'current radio station' check?

Edited by MKKJ

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Ivan1997GTA

Update

 

v0.9.2

- ATP now supports OGG, WAV, AAC, M4A, WMA, and M4R format

- Default Radio now correctly disabled and no longer disruptable

- Radio Auto-Tune option now affects any vehicle that player isn't owned (Car Radio mode)

- Now player performs radio tuning animation when changing channel (Car Radio mode)

 

ATP now supports many common audio formats. Audio's file format can be seen in Debug as well. Still no shortcuts, though.

Also replaced sample songs with blank mp3, sample Advertisement track reduced to 5 and in ogg format.

 

 

 

Maybe you should consider adding support for station ID's, if there isn't one already.

What do you mean by this? Is it related to 'current radio station' check?

 

No, I meant idents that would play in between songs or commercials, like on other radio stations, something like "None of that rap crap" ident that plays on K-DST, you know?

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MKKJ

No, I meant idents that would play in between songs or commercials, like on other radio stations, something like "None of that rap crap" ident that plays on K-DST, you know?

Oh, you mean stingers and commentaries?

I do plan to categorize track files for IDs, Main tracks (song/talkshow) and Non-main tracks (commentaries).

 

But for now you could just put IDs and DJ commentary tracks between song tracks and play them in order similiar to older GTAs

 

Edit:

By the way, what does the rule says about sharing extracted Radio files (except songs)?

I'm thinking of uploading advert tracks, IDs, and commentaries from SA.

Edited by MKKJ

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