• TF2DJ
    211 replies, posted
I have some problems with this program... I just got it, because I was DESPERATE to play music and sounds again. 1. I can only seem to play the first song in the directory I chose. I press the arrow keys and it doesn't change songs. 2. As I play the song, I hear this "Try, Allen" voice during the song. Why is that?
People are still replying to this thread? Either way, for the first thing, you probably don't have Num Lock enabled. As for the second thing, go torrent VAC instead of using the trial. As for Max of estudy advocating his badplayer method, pick for yourselves. TF2DJ is provided as-is, after all. The plan was to just use it personally, but hey, it's on the Internet for people to use. I should recode it, but I never got around to that.
Of course! I still use this all the time.
Wow this looks pretty useful, if it still works that is. Does it?
[QUOTE=Mysterious Mr.E;41097922]Wow this looks pretty useful, if it still works that is. Does it?[/QUOTE] It does, and i doubt it'd stop working anytime soon.
Gotta use this when I get my comp back.
I was wondering, is it possible to make it so you can refresh the program, in the case that you added a new song in the respective directories without having to restart the program?
I have a Windows XP computer and I seem to have trouble with the getting TF2DJ. I went into Windows Media and I somehow found the devices portion of the Player but upon selecting the speaker and going to properties I couldnt find Line 1 ( I clicked on different tabs and a few other ideas ) Is TF2DJ incompatible with Windows XP or am I just being a twat?
I have to say that TF2DJ has worked very well for me. Too bad your calling it quits though because this was getting quite good. Also, for those who want to talk in-game and play music in game, setting your main "Microphone" to "Listen to this device" through Line 1 (Virtual Audio Cable) allows you to never have to switch back to your main microphone after your done spamming just be sure that your spamming button (TF2DJ activation playing button) is different from your in-game chat button binds (with in-game feedback to spammer toggle binds on the other) to prevent the voice from being interfered with the music. Be warned, this work around may require you to have a physical "off/on-switch" so you don't have sounds interrupting your music or something to that effect. Also, be sure your WMP is 50%ed or lower so you don't get Crack-Snapple-Ear Bleed in-game as I realized only a week later on how this scenario if you have set Line 1 to 100%.
Whats with people with like 2 posts bumping 3 year old threads? Still cool to know that this is a thing.
[QUOTE=Wolf532;44324080]Whats with people with like 2 posts bumping 3 year old threads? Still cool to know that this is a thing.[/QUOTE] I'm not really sure that this was a trend to purposefully do this on a forum. However, I believe it is a sheer fact that this program is still in demand and people just like to compare notes to solve their traditional problems, I guess. Although, I have found myself to be moving away from the traditional Virtual Audio Cable in favor of a much more suitable program known similarly as Virtual Audio Stream which has better latency and greater resistance towards *Snap-Crackle-Earbleed* during audio music broadcast. Also, by halving your volume in WMP progressively, the Virtual Audio Stream seems to perform its resistance towards quality distortion even greater than just being left to its own devices. Final note, Source Engine was only meant for 44.1 kHz quality audio microphone or not and you can just use mono-channel because it will already blend the source of audio, that is not game-sound, into one track across the server. I really do hope this is useful to someone still using this.
[QUOTE=penguinz47;44940588]I'm not really sure that this was a trend to purposefully do this on a forum. However, I believe it is a sheer fact that this program is still in demand and people just like to compare notes to solve their traditional problems, I guess. Although, I have found myself to be moving away from the traditional Virtual Audio Cable in favor of a much more suitable program known similarly as Virtual Audio Stream which has better latency and greater resistance towards *Snap-Crackle-Earbleed* during audio music broadcast. Also, by halving your volume in WMP progressively, the Virtual Audio Stream seems to perform its resistance towards quality distortion even greater than just being left to its own devices. Final note, Source Engine was only meant for 44.1 kHz quality audio microphone or not and you can just use mono-channel because it will already blend the source of audio, that is not game-sound, into one track across the server. I really do hope this is useful to someone still using this.[/QUOTE] 'find it funny that you bumped this thread to answer his question from 2 months ago
help [highlight](User was banned for this post ("awful bump" - Orkel))[/highlight] [highlight](User was permabanned for this post ("correction: awful poster" - Orkel))[/highlight]
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