Files
ReSkate/Extension/Scripting/lua_native_block.h
T
AyeZeeBB 86aa8d38fb Music: local files, online radio, equaliser, queue, and a Music page in the menu
Sources
- Local Files: add a folder of music from the setup page (MP3, M4A, AAC, Ogg,
  FLAC, WAV; up to 200 songs a folder, 12 folders). Names and covers come from
  the files' tags. Each folder is a tile in its own row.
- Online Radio: find stations by name (radio-browser.info) or add a stream's
  address (MP3, AAC, .pls, .m3u; no HLS). Each station is a tile in its own
  row; the track name follows what the station sends. Up to 24.
- Both are decoded by the library built into the DLL (SpotifyHelper), which
  now plays files and HTTP streams as well as a program's output, reads tags
  and embedded pictures, and accepts MPEG-2 ADTS from AAC stations.

Sound
- Five-band equaliser (60 Hz, 250 Hz, 1 kHz, 4 kHz, 12 kHz) and loudness
  levelling, applied to every source on its way into the game.
- Loudness, the speakers option, the equaliser and levelling are now kept in
  music-settings.json between sessions.

Setup page
- Remade in the mod's own colours and type, with numbered steps per source.
- Queue pinned to the right: now playing, the playlist's songs with covers,
  find, and press to jump. Spotify's own queue shows once signed in.
- Cards for Local files and Online radio; equaliser and levelling under Sound.

In game
- MUSIC page in the menu: player and queue, sound settings, source status and
  a button for the setup page.
- "Loading song..." notice in the corner for songs that take a moment, with a
  switch to hide it. Presses made while a song is loading no longer restart it.
- The Spotify row is hidden when Spotify is not in use.
- Console: "spotify ..." is now "music ..." (music, music setup, music gain,
  music through, music spotify client|login|logout).

Logs
- The music sources' working lines (traces, per-song and per-bind lines,
  librespot's own) are debug only; stack captures are skipped unless debug
  logging is on. Grind exits: the per-pop line is debug only too.
- A "Pace:" line when the game takes the sound faster or slower than real
  time, to find why music sounds fast after tabbing back in.

Chat filter
- A run of digits is a number, not a word spelled with look-alikes: a race
  time such as 2:55.0 is no longer masked.
2026-10-12 16:03:35 -05:00

21 lines
1.2 KiB
C++

#pragma once
#include <cstdint>
#include <string>
// Lua in the game is Lua and nothing else, whoever wrote the script: a loose file in scripts/,
// a custom script, or one of the game's own. The game ships stock Lua 5.2 with every library
// open, so a script could otherwise load a DLL or start a program. These are switched off in
// the game's own Lua functions, before any Lua state exists, so no script runs ahead of it and
// none can keep a copy of the working function:
// * loading a DLL: package.loadlib, and require through the two C searchers;
// * starting a program: os.execute, io.popen;
// * writing, deleting or renaming a file on the player's disk: io.open, io.output, os.remove,
// os.rename (a script that can write a file can leave a program where Windows starts it);
// * loading precompiled chunks: bytecode is not checked by Lua and is a known way to run
// native code. Every script the game ships is text.
// The game's scripts use none of them: they read through the engine's own vfs and dofile.
// Each attempt is refused the way Lua reports a failure, and logged.
namespace dingosdk {
bool start_lua_native_block(std::uintptr_t base, std::string& error);
}