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Ambient music (preset) no longer working


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#1
Kilrogg_

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A couple days ago I had working music, set with the music preset in the area editor.

Then I tried playing with PlayMusic() to trigger a specific track when my module or area loaded, without success, so I gave up on that.

At some point between then and now, the music presets in all 3 of my custom areas are no longer working. I tried many of the different presets, including ones that I know for a fact worked a couple days ago.

To make sure I wasn't screwing up something with a leftover script. I have deleted all of my scripts from the toolset (I only had 2 anyway), set my module's script back to module_core and my area scripts back to area_core. I've deleted all of my toolsetexport folders (from both module and core) as well as my Lvlworkspace directory and re-exported everything.

I still can't get any music to play when loading either of my 3 areas. And yes, I have music enabled in the options :).

Any ideas? Has anyone ever run into this problem before?

Modifié par Kilrogg_, 28 mai 2010 - 12:47 .


#2
Kilrogg_

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I went as far as renaming my module (I needed to anyway) to have it create a new folder in Addins and this is still happening.



This is weird =[

#3
BillHoyt

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*bump* Did you ever figure this out?

#4
Kilrogg_

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Nope, I still don't get music in any of my areas that have music presets. This includes combat music.



I did play around with FMOD (imported a new music track to put in a cutscene) at some point between the music working and it no longer working, but I deleted all the resources related to that addition just in case and it didn't fix it.



I guess I should check in the main game if I get music at all, I may have screwed something up that is outside of just my mod.

#5
BillHoyt

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Weird. I have something of the same problem in Inverness, as I can get the end-game music to play on the level, yet nothing else seems to play. I haven't used FMOD for music (I have only extracted portions of companion dialogue for the first upgrade), so I'm sure that's not my problem. Not sure if that makes you feel better or worse, but there you go.

#6
Kilrogg_

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I get music in the main campaign and other mods (tried Emissary), but no music in my own mods. I even created a new mod real quick and used lak300n as the layout, dropped a waypoint in it, set the music preset and exported it. No music.

Wtf :(

Modifié par Kilrogg_, 02 juin 2010 - 12:22 .


#7
BillHoyt

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OK, I got mine working:

Set the music in the "level" object inspector. I used ARL_eamon_shop, but tested it with others and they worked, too. Set the Reverb Preset to none (I don't know if this is important, but I did it).

Create a music volume (right click in the level to create) that covers the entire area.

In the object inspector for the music volume, set both the enter state and exit state to 1.

Export the level, manifest, all that good stuff.

Once I did that, the music started playing within 5 seconds of entering the area.

Good luck...

Modifié par BillHoyt, 08 juin 2010 - 12:49 .


#8
Kilrogg_

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I'm pretty sure I tried this before but I'll try it again tonight.



I also believe I got it working the first time without using a music volume.

#9
BillHoyt

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Kilrogg_ wrote...
I also believe I got it working the first time without using a music volume.


I've found a few I can still do that with (I mentioned the end-game music), but adding the volume seems to make it work every time and for all music.  I don't know if that's a solution or a workaround, as it makes it impossible to play two different types of music on the same level (e.g. "chantry" music in a 1-room chantry that's part of a larger level, like Redcliffe Castle). but for now, I'll take it.

Something to watch out for: if you look at or copy the setups in single-player, sometimes (e.g. Lothering) the music volume enter and exit states are set to 2.  I don't know what a 2 means, but having those set on 2 never kicked off the music in my level.

#10
Kilrogg_

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Well it's working again, thanks dude :)

#11
-Semper-

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now we only have to find out how custom music is integrated... till now it seems nobody has found out how this works.

#12
AmstradHero

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Has anyone tried using multiple music areas in the same level? Surely it should be possible to transition from one to another?



I wasn't aware we still hadn't nailed down how to integrate custom music. What are the sticking points?

#13
Challseus

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AmstradHero wrote...

I wasn't aware we still hadn't nailed down how to integrate custom music. What are the sticking points?


It's not comprehensive, but here is a thread documenting my struggles with custom music integration. I was able to see my custom music in the toolset drop downs, but it never played. I am sure it had to do with some properties of the music itself, but when I tried to change said properties, it crashed the toolset every time Posted Image

Would be nice to get some official clarification on this...

Modifié par Challseus, 13 juin 2010 - 12:01 .


#14
Kilrogg_

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Have you tried PlayMusic() instead of using trying to implement new ambient music? Obviously it would only play once (unless you loop it) instead of playing, stopping for a few minutes and playing again like the existing area music, but it would probably get the job done in most cases.

#15
AmstradHero

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Play music would only play the specific track though, correct? So it wouldn't actually work in terms of switching music tracks between exploration and battle? Though the PlayMusic, SetMusicIntensity and StopMusic functions could facilitate a(n ugly) workaround of sorts by catching start/end combat events - though that would likely only work (nicely) for standalone modules. It might be an avenue for investigation.