Ergebnis 1 bis 5 von 5

Thema: Musik-Ordner unzugänglich machen [Ace]

  1. #1

    Musik-Ordner unzugänglich machen [Ace]

    Hallo zusammen, ich frage mich, ob es möglich ist, den Musik-Ordner beim einem Ace-Spiel später unzugänglich zu machen. Oder wenn nicht, zumindest unsichtbar.
    Ich habe mir nämlich jetzt jemanden ins Boot geholt, der mir einen Soundtrack komponiert und ich möchte nicht, das ich die Tracks später in irgendwelchen Musik-Sammlungen auf dubiosen Ressourcen-Seiten wiederfinde.

  2. #2
    Komprimierte Musik in verschlüsselte Archive hineinzucrypten und nochmal negativ zu komprimieren
    endet im Performancechaos, wenn die Festplatten deiner Spieler versuchen, auf das Audiomaterial
    vernünftig zuzugreifen. Die Ladezeiten sind mitunter für MP3 und OGG schon so astronomisch
    SCHLECHT, es ist nicht ohne Grund, dass eb!'s RGSSAD-crypting solch derartige Verpackungs-
    prozeduren nicht unterstützt.

  3. #3
    Ein Trick den ich auch benutze wäre die Musik auf 200% hochzupitchen und dann mit 50% Speed abspielen. Das ist etwas Schutz zumindest und die Musik wird dadurch kleiner komprimiert. Nachteil ist evtl. die etwas schlechtere Qualität der Musik. Probiers aus, bei mir klingts fast gleich gut.

  4. #4
    Hm, hatte mir leider schon sowas in der Richtung gedacht. Aber danke, ich werde es dann trotzdem mal probieren, vielleicht gehts ja noch einigermaßen.

    Gruß

  5. #5
    Ich hab was für den RMXP gefunden der dieses Problem lösen dürfte:

    Code:
     ##########################################################################
    ###
    # Script by: BEHEMOTH # #
    ####################### #
    #Version: 1.0 #
    #Date Created: October 26th 2006 8:42 PM (Eastern Standard Time) #
    #Description: An encryption script for audio files. #
    #Thanks goes to thephantom from http://www.phanxgames.com/ for pointing out #
    #the whole encryption key idea which I was too blind to see. #
    #############################################################################
    
    #############################################################################
    # ***IMPORTANT RESTRICTIONS*** #
    #1) If the audio file is an .mp3 file, it will NOT encrypt the file and it #
    #will play it normally. If you wish to have your mp3 file encrypted please #
    #save it as another compatible audio file, such as .ogg, .mid #
    #or .wav(compressed of course) or .wma #
    # #
    #2) Your audio files must NOT be: read only, or hidden, or protected in #
    #anyway or it will not encrypt the file and it will play it normally. #
    # #
    #3) Audio files should not have the same filename with a different #
    # extension. #
    # BAD: "battle01.mid" "battle01.ogg" #
    # GOOD: "battle01.mid" "battle02.ogg" #
    # #
    #4) Files from an RMXP RTP will not be encrypted and will play normally. #
    #############################################################################
    
    #############################################################################
    # ***NOTES*** #
    #Positives: #
    # - Protects your own custom audio files #
    # - Gives a point to having a BGM test inside your game #
    # - Ummmm.......it's cool #
    # #
    #Negatives: #
    # - Audio files take slightly longer to load #
    # - mp3 files do not encrypt #
    # - Once encrypted, audio files will not play in rmxp gui, only in the game #
    # - The audio file is slightly bigger in file size then the orginal file #
    # #
    #If you have problems, suggestions, comments about this script then you can #
    #currently find me here: http://www.phanxgames.com/forum/ #
    # #
    #How to Use: #
    #To encrypt your audio files play the file in your game at least once. #
    #The script will handle the rest. MAKE SURE TO BACK UP YOUR ORIGINAL #
    #AUDIO FILES BEFORE ENCRYPTING IT, because it automatically overwrites #
    #the original file with the encrypted file. To make this script encrypt #
    #only certain audio files such as BGM, BGS, ME, SE then change the values #
    #of the variables below named: #
    #ENCRYPT_BGM, ENCRYPT_BGS, ENCRYPT_ME, ENCRYPT_SE #
    # (located below class Game_System) #
    #changing the value to true means those files will be encrypted and false #
    #means those files will not be encrypted. Changing these values when an #
    #audio file is encrypted may cause undesired results. So choose what you #
    #want first then start encrypting your audio files. Deleting the Encryption #
    #key file (default = "audio.edat") after encrypting your audio will also #
    #result in undesired results....so don't delete or move that file once #
    #you've been encrypting or else you'll have to start encrypting all your #
    #audio again. This script is more for people who create their own audio #
    #files. #
    #############################################################################
    
    class Game_System
    ENCRYPT_EXT = ".eaudio" #Encrypted file extenstion
    ENCRYPT_FILE = "audio.edat" #File containing encrypted data
    ENCRYPT_KEY_LENGTH = 16 #Number of characters for encryption key
    
    #Change encryption for certain audio files.......HERE!!!!!
    ENCRYPT_BGM = true #Encrypt bgm?
    ENCRYPT_BGS = false #Encrypt bgs?
    ENCRYPT_ME = false #Encrypt me? Yes, please! lol
    ENCRYPT_SE = false #Encrypt se?
    
    #--------------------------------------------------------------------------
    # * Play Background Music
    # bgm : background music to be played
    #--------------------------------------------------------------------------
    def bgm_play(bgm)
    @playing_bgm = bgm
    if bgm != nil and bgm.name != ""
    filename = "Audio/BGM/" + bgm.name
    if ENCRYPT_BGM
    decrypt_file(filename)
    Audio.bgm_play(filename, bgm.volume, bgm.pitch)
    encrypt_file(filename)
    else
    Audio.bgm_play(filename, bgm.volume, bgm.pitch)
    end
    else
    Audio.bgm_stop
    end
    Graphics.frame_reset
    end
    #--------------------------------------------------------------------------
    # * Play Background Sound
    # bgs : background sound to be played
    #--------------------------------------------------------------------------
    def bgs_play(bgs)
    @playing_bgs = bgs
    if bgs != nil and bgs.name != ""
    filename = "Audio/BGS/" + bgs.name
    if ENCRYPT_BGS
    decrypt_file(filename)
    Audio.bgs_play(filename, bgs.volume, bgs.pitch)
    encrypt_file(filename)
    else
    Audio.bgs_play(filename, bgs.volume, bgs.pitch)
    end
    else
    Audio.bgs_stop
    end
    Graphics.frame_reset
    end
    #--------------------------------------------------------------------------
    # * Play Music Effect
    # me : music effect to be played
    #--------------------------------------------------------------------------
    def me_play(me)
    if me != nil and me.name != ""
    filename = "Audio/ME/" + me.name
    if ENCRYPT_ME
    decrypt_file(filename)
    Audio.me_play(filename, me.volume, me.pitch)
    encrypt_file(filename)
    else
    Audio.me_play(filename, me.volume, me.pitch)
    end
    else
    Audio.me_stop
    end
    Graphics.frame_reset
    end
    #--------------------------------------------------------------------------
    # * Play Sound Effect
    # se : sound effect to be played
    #--------------------------------------------------------------------------
    def se_play(se)
    if se != nil and se.name != ""
    filename = "Audio/SE/" + se.name
    if ENCRYPT_SE
    decrypt_file(filename)
    Audio.se_play(filename, se.volume, se.pitch)
    encrypt_file(filename)
    else
    Audio.se_play(filename, se.volume, se.pitch)
    end
    end
    end
    #--------------------------------------------------------------------------
    # Finds the extension of an audio filename with no extension
    #--------------------------------------------------------------------------
    def get_file_ext(filename)
    if FileTest.exist?(filename + ".wav")
    return ".wav"
    elsif FileTest.exist?(filename + ".mp3")
    return ".mp3"
    elsif FileTest.exist?(filename + ".ogg")
    return ".ogg"
    elsif FileTest.exist?(filename + ".mid")
    return ".mid"
    elsif FileTest.exist?(filename + ".wma")
    return ".wma"
    else
    return ENCRYPT_EXT
    end
    end
    #--------------------------------------------------------------------------
    # Encrypts an audio file and saves it with the encrypted extension and
    # deletes the non encrypted file if it was not already encrypted.
    #--------------------------------------------------------------------------
    def encrypt_file(filename)
    ext = get_file_ext(filename)
    filen = filename + ext
    # If file doesn't not exist in project/audio folder then exit.
    # File either doesn't exist or is part of the RTP.
    if (not FileTest.exist?(filen))
    return
    end
    # Load File
    afile = File.open(filen, "rb")
    t = afile.readlines
    afile.close
    #If filename was not previously encrypted
    if ext != ENCRYPT_EXT
    begin
    # Test if file is writeable
    afile = File.open(filen, "wb")
    afile.close
    # Delete File
    File.delete(filen)
    rescue
    #File could not be encrypted
    return
    end
    end
    get_encryption
    # Save File
    filen = filename + ENCRYPT_EXT
    afile = File.open(filen, "wb")
    for i in 0...t.size
    s = @encrypt_data + t[i]
    t[i] = s
    end
    Marshal.dump(t, afile)
    afile.close
    end
    #--------------------------------------------------------------------------
    # Decrypts a file if it is encrypted.
    #--------------------------------------------------------------------------
    def decrypt_file(filename)
    filename += ENCRYPT_EXT
    #If file is not encrypted
    if (not FileTest.exist?(filename))
    return
    end
    get_encryption
    # Load File
    afile = File.open(filename, "rb") 
    t = Marshal.load(afile)
    for i in 0...t.size
    s = t[i]
    t[i] = s[ENCRYPT_KEY_LENGTH, t[i].size]
    end 
    afile.close
    # Save File
    afile = File.open(filename, "wb")
    for i in 0...t.size
    afile.write(t[i])
    end
    afile.close
    end
    #--------------------------------------------------------------------------
    # * Retrieve's encryption data from file. If file doesn't exist then it
    # creates an encryption data file.
    #--------------------------------------------------------------------------
    def get_encryption
    # No encryption data(method) found
    if @encrypt_data == nil
    # Encryption data file exists?
    if FileTest.exist?(ENCRYPT_FILE)
    # Load Data File
    afile = File.open(ENCRYPT_FILE, "rb")
    @encrypt_data = Marshal.load(afile)
    afile.close
    else
    # Create encryption data file
    afile = File.open(ENCRYPT_FILE, "wb")
    Marshal.dump(create_key, afile)
    afile.close
    end
    end
    end
    #--------------------------------------------------------------------------
    # * Returns ENCRYPT_KEY_LENGTH character randomized string used to encrypt
    # the audio file
    #--------------------------------------------------------------------------
    def create_key
    key = ""
    for i in 0...ENCRYPT_KEY_LENGTH
    key_num = rand(36)
    key_char = key_num.to_s(36)
    upper_case = rand(2) == 1
    if key_num > 9 && upper_case
    key_char.upcase!
    end
    key += key_char
    end
    return key
    end
    #--------------------------------------------------------------------------
    end
    Ich weiss allerdings jetzt nicht in wie weit man es für den VXAce umschreiben müsste....

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