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Corroder Grandmaster Cheater Supreme Reputation: 75
Joined: 10 Apr 2015 Posts: 1667
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Posted: Tue Oct 30, 2018 4:57 am Post subject: |
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try this code below :
Code: | f = createForm()
btn1 = createButton(f) -- button volume down
btn1.top = 10
btn1.left = 10
btn1.width = 70
btn1.height = 50
btn1.caption = 'Vol Down'
btn2 = createButton(f) -- button volume up
btn2.top = 10
btn2.left = btn1.left + btn1.width + 10
btn2.width = 70
btn2.height = 50
btn2.caption = 'Vol Up'
btn3 = createButton(f) -- button volume down
btn3.top = 70
btn3.left = 10
btn3.width = 150
btn3.height = 50
btn3.caption = 'Master Volume'
function volup()
doKeyPress(0xAF)
end
function voldn()
doKeyPress(0xAE)
end
function mstrvol()
shellExecute("C:\\Windows\\System32\\SndVol.exe")
end
--function rdmute()
-- doKeyPress(0xAD)
--end
--function rdsnd()
-- doKeyPress(0xAD)
--end
btn1.onClick = voldn
btn2.onClick = volup
btn3.onClick = mstrvol
f.show() |
To test :
- open and play a song / game (use your default song player)
- execute script above and test to increase/decrease system volume
Unlucky i am not find how to output volume indicator yet, as a number
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AylinCE Grandmaster Cheater Supreme Reputation: 32
Joined: 16 Feb 2017 Posts: 1250
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Posted: Tue Oct 30, 2018 6:01 am Post subject: |
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Here's a compiled example
This example: @mgr.inz.Player
was released by.
The complete code or only
You can take voice control and use it
Code: | --##############################################################################
--######################### Code By: mgr.inz.Player ############################
--################################ FORUM #######################################
--############ https://forum.cheatengine.org/viewtopic.php?t=584021 ############
function initializeMP3Player()
if initializeMP3Player_done then return true end
if autoAssemble([[loadlibrary(winmm.dll)
alloc(SimpleMp3Player,4096)
registersymbol(SimpleMp3Player)
SimpleMp3Player:
lea rsp,[rsp-28]
lea rsi,[rcx+400]
mov rdx,0
mov r8,0
mov r9,0
call mciSendStringA
mov rcx,rax
mov rdx,rsi
mov r8,400
call mciGetErrorStringA
lea rsp,[rsp+28]
ret]],true)
then
initializeMP3Player_done = true
MP3PlayerCommandMS = createMemoryStream()
MP3PlayerCommandMS.Size = 2048
return true
else
return false
end
end
function MP3PlayerSendCommand(command)
writeStringLocal(MP3PlayerCommandMS.Memory , command)
writeBytesLocal (MP3PlayerCommandMS.Memory+#command , 0)
executeCodeLocal('SimpleMp3Player',MP3PlayerCommandMS.Memory)
return readStringLocal(MP3PlayerCommandMS.Memory+1024,100)
end
function playMP3(path)
if not initializeMP3Player() then return end
MP3PlayerSendCommand('close MediaFile')
MP3PlayerSendCommand( string.format('open "%s" type mpegvideo alias MediaFile',path) )
MP3PlayerSendCommand('play MediaFile')
end
function pauseMP3()
if not initializeMP3Player() then return end
if not MP3PlayerPaused then
MP3PlayerSendCommand('pause MediaFile')
MP3PlayerPaused=true
else
MP3PlayerSendCommand('resume MediaFile')
MP3PlayerPaused=false
end
end
function stopMP3()
if not initializeMP3Player() then return end
MP3PlayerSendCommand('stop MediaFile')
end
function volumeMP3(vol)
if not initializeMP3Player() then return end
MP3PlayerSendCommand('setaudio MediaFile volume to '..vol)
end
--##############################################################################
--##############################################################################
--##############################################################################
--##############################################################################
mp3File = findTableFile('music13.mp3').Stream
examplePath = TrainerOrigin or getMainForm().OpenDialog1.InitialDir
examplePath = examplePath..'\\music13.mp3'
mp3File.saveToFile(examplePath)
function CEButton1Click(sender)
playMP3(examplePath)
volumeMP3(UDF1.CETrackBar1.Position*10)
end
function CEButton2Click(sender)
pauseMP3()
end
function CEButton3Click(sender)
stopMP3()
end
function CETrackBar1Change(sender)
-- value from 0 to 1000
-- trackbar has range 0 to 100
volumeMP3(UDF1.CETrackBar1.Position*10)
end |
You can try the starter pack:
https://www.dropbox.com/s/79nm1vc3scztvrf/mp3player%20or%20Volume.CT?dl=1
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Corroder Grandmaster Cheater Supreme Reputation: 75
Joined: 10 Apr 2015 Posts: 1667
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Posted: Tue Oct 30, 2018 7:49 am Post subject: |
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Quote: | Aylin
You can take voice control and use it |
Some questions :
1. If open a game / song or movie using Windows Media Player or other media player, how to control volume by use that script ?
2. How to ise that script to control volume only, not include play, pause, stop functions ?
Your explanation will be hep me a lot...
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AylinCE Grandmaster Cheater Supreme Reputation: 32
Joined: 16 Feb 2017 Posts: 1250
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Posted: Tue Oct 30, 2018 11:49 am Post subject: Re: Can you check sound volume changes through LUA? |
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This is the question that I gave the code:
AmyGrrl wrote: | Every search was just on how to play a sound in cheat engine. |
That's the question of your code:
AmyGrrl wrote: | What I was looking to do was monitor either the sound output of the game or the whole system sound. |
Probably your code will solve the problem.
I'm sorry, @Corroder, I've noticed now that you mean System voice.
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Corroder Grandmaster Cheater Supreme Reputation: 75
Joined: 10 Apr 2015 Posts: 1667
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Posted: Tue Oct 30, 2018 7:04 pm Post subject: Re: Can you check sound volume changes through LUA? |
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AmyGrrl wrote: | What I was looking to do was monitor either the sound output of the game or the whole system sound. |
I am not misunderstand what you want. My script above is to show how to control (or set) master volume using keypress event. But as I said, I don't know how to GET sound volume level and print out it to console or others.
I am not see something to GET sound volume level from a media in Cheat Engine lua yet. Something call as Volume Enumerations, but if you must to do it using Lua, then check these :
https://awesomewm.org/awesome-www-backup-old/wiki/Volume_control_and_display.html
https://gist.github.com/rdp/8363580
or use tool :
https://www.nirsoft.net/utils/sound_volume_view.html
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Stealing Code From Stolen Code...
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AylinCE Grandmaster Cheater Supreme Reputation: 32
Joined: 16 Feb 2017 Posts: 1250
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Posted: Wed Oct 31, 2018 1:07 am Post subject: |
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AmyGrrl wrote: | I only want to monitor the sound being produced by the game. So the game is playing music and sound effects and being output at a certain decibel level. Then when the decibel jumps up a bit after this certain sound fx get played. Then it does what I tell it too in the script. I just don't know if this is possible using LUA. |
First, in order to use these sounds in Lua
you need to search and encode the change.
Sample:
A Flash Decompiler program, game related
monitors all media and can give their execution codes.
and you can work with these codes in Lua.
So; A Piano Tiles game like hacking voice tones ..
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Corroder Grandmaster Cheater Supreme Reputation: 75
Joined: 10 Apr 2015 Posts: 1667
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FreeER Grandmaster Cheater Supreme Reputation: 53
Joined: 09 Aug 2013 Posts: 1091
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Posted: Wed Oct 31, 2018 5:44 am Post subject: |
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AmyGrrl wrote: | I think people are misunderstanding what I am trying to do. ... Then when the decibel jumps up a bit after this certain sound fx get played. Then it does what I tell it too in the script. I just don't know if this is possible using LUA. | Lua/CE does not have a way to check the current amount of sound coming out of a speaker/from a process. Not sure if the windows API does either but maybe... In theory pretty much anything is possible if you have enough knowledge, unfortunately I've never worked with sound enough to know.
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atom0s Moderator Reputation: 198
Joined: 25 Jan 2006 Posts: 8517 Location: 127.0.0.1
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