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KomradeJack
12-20-2010, 10:31 AM
So the way I understand how UDK plays mp3s is kinda "backdoor". There is a special slot in the "playsound" action in kismet to put the mp3 filepath BUT, UDK does not reference that file until build time. While working in engine they are currently expecting you to have a "temp" .wav file(in a SoundCue) of the same mp3 file for listening purposes and once the engine compiled the game it NULLS out that wav reference and uses the mp3 instead.

Now you can also use simple console commands to play the mp3 files or any other compatible audio file, but console commands also don't work until the game is compiled. Not even Epic Citadel's music plays in UDK. I assume both these methods are actually very similar in the nitty-gritty Unreal Engine code and as such neither work in editor.

So my question is am I right about this? And is there anyway around it?

KomradeJack
01-27-2011, 02:38 PM
Also, once an mp3 is triggered through this method is there any way to keep it from looping?