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For practical reasons, the best method implement WaterMedia on your gradle is use CurseMaven CurseMaven is a maven repository based on CurseForge files.
repositories {
// ...
maven {
url "https://www.cursemaven.com"
content { includeGroup "curse.maven" }
}
}
Now you can implement WaterMedia
Check the latest version here: CurseForge - WATERMeDIA
The best option to gestionate watermedia version is put mod version inside your gradle.properties
to avoid your build.gradle
watermediaversion = '4600199'
dependencies {
// FORGE
implementation fg.deobf("curse.maven:watermedia-869524:${watermediaversion}")
// FABRIC
modImplementation "curse.maven:watermedia-869524:${watermediaversion}"
}
Introducing basic classes you could need.
This is the base class for everything player-related This class is a empty class with static methods to provide a centralized access to internal code and some other tools.
All methods are documented
Contains
- Milliseconds <--> Ticks converters
- URL patcher
- VLC utility
API player working over CallbackMediaPlayerComponent
. This player do everything for you (URL patching, Threading start/release methodsm, event handling, etc.
Event handling is quite the most thing broken on forge environments, so try to not use Native Callbacks.