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Cutscene Music to replace in-game vanilla question (Solved)


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#1
DahliaLynn

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I have been all over the boards, as well as been through most of the FMOD pdf, and I have a question hoping that I  might find a better route.
I am creating a cutscene to replace an actual cutscene in-game. (Mod)
I would like to add two or three in-game music parts, which is easy enough on the timeline of the cutscene editor,  BUT, I would like to do some basic music editing on the timeline.

1. I would like one to begin (fade in ) from the -middle- of the wav
2.  The next one to begin normally crossfade into a duplicate of itself for example. (placing two tracks syncing them to my liking)

Can I do this (perhaps by adding some sort of parameters in the inspector?)

-or, must I use FMOD to manipulate the cues themes and whatnots in order to do this? --I really hope not--

The related material in FMOD is mostly for creating new games and cues, which I have no need for.

Any input would be greatly appreciated!

Modifié par DahliaLynn, 16 juin 2010 - 01:26 .


#2
DahliaLynn

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Perhaps I should simplify the question..



Where can I find the sound parameter list/definitions to edit music in the object inspector within the cutscene editor?

#3
Kilrogg_

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The sound parameters in the cutscene editor refer to parameters set on the event (the sound) in FMOD. I tried to find a list of parameters as well with no luck.



This is something a Bioware guy would probably have to clarify, but I don't think they have audio guys browsing the forums :(

#4
DahliaLynn

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Yes I saw that somewhere..where bioware ppl don't do audio....sigh...are you saying either deal with it or start to learn FMOD? very frustrating for someone who is used to timeline audio editing.

Modifié par DahliaLynn, 11 juin 2010 - 12:12 .


#5
Kilrogg_

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Learning FMOD isnt the problem, its not that complicated. The problem is we dont know what the parameters we can use in FMOD are. It's not a dropdown box, you have to type them in manually and they're case sensitive.



Your best bet is to complete your cutscene without the music (so you have the final timing), then edit the .wav directly in something else than FMOD to put the fades and other effects you want. Then put the music back into the game with FMOD.



That is unless someone can answer the parameters question.

#6
DahliaLynn

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I wanted to re-edit the audio initially, and then somehow insert it into the game. The problem is, I am creating a usable mod for the vanilla game..and if I re-edit the audio, that would probably mean I would have to export the edited new audio as well with the .cut .cub files, (I am assuming)

What I would prefer, is giving a set of commands to the original music files ingame hopefully avoiding problems...

#7
DahliaLynn

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sigh..I guess no one has an audio answer...

#8
DahliaLynn

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I have managed to do it. !!

I can now insert original edited music into the cutscene and have it play ingame.

I have one question which I know can be answered.



When my music plays in the cutscene, the in game music starts to play with it. It is as if the game does not know it is playing my music and starts to play the default music.



Would anyone know how to solve this?

#9
DahliaLynn

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figured it out


#10
BillHoyt

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Please share with the rest of the group?

#11
DahliaLynn

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I shall provide a detailed explanation shortly. It wasn't easy to figure out.

#12
BillHoyt

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Thank you, you will be saving me (and others) a huge headache.

#13
DahliaLynn

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Ok,
sorry for the delay
Here is my answer. (At least the way I tackled it) Thank you tmp7704 an kilrogg for helping me figure this out!!

This is what I did to insert original edited music into an ingame cutscene:

I found I had no choice but to insert externally edited music into FMOD, set its properties and export into the toolset. I also figured out how to cut out the ingame ambient music

1. Edit your desired music externally.
2. Go to FMOD and follow the instructions here: where it says "another way" with ONE exception.

IF you want to take out the ambient music from the cutscene you are using, then do the following :

When it says to add a parameter name, add the following: #duck:music,1000,0,4000,-60
and NOT what it says there.

I believe the -60 takes out the ambient and the 4000 is the volume, but I havent tested that out yet.
Duck I believe means a compressor
I found this out by looking into the vanilla cutscene, clicking on its music hitting "U" to open the curve editor and the parameter appeared.

IF NOT, then follow the directions as said in the link.

3. Export using build, and enter the toolset.

4 . When in the cutscene editor, click the music button on the top right and search for the name you named your music in FMOD (or partial)

note: if you happened to have the toolset opened while using fmod, it seems the toolset does not update itself and you cant find your file. I recommend restarting the toolset. (my file all of a sudden appeared)

5. Find your music and insert into project.

Your music should be have a full length bar on the timeline.

6. In order to have the mod use your music ingame from the override folder you must open your (YourCutscenename).cut in the toolset. (File>open (yourcutscene name.cut)  and add two strings to the cutscene resources part by opening the plus sign and expanding it. right click and add the name of your *fsb file and your *.fev file.

7. Make sure you place your *cut  and *cub AND your *fsb and *fev files are in your override folder.
\\My Documents\\BioWare\\Dragon Age\\packages\\core\\override

8. Test ingame.

There you have it. This was my experience in any case. Hope this can help someone. :lol:

Modifié par DahliaLynn, 16 juin 2010 - 01:17 .