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Playing/Stopping Music, & More!


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#1
Challseus

Challseus
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Okay, folks.

I'm one hell of an optimist, but I am extremely surprised that almost a year after the toolset has been release, I actually have to post this topic. Quite simply, how do you play/stop music? Okay, I know I need to use the function, PlayMusic. I know it takes the path to the track. It's debatable about what the path should, as can be seen in this thread. Really, there's threads all over the place about this, but it seems to work for some, and not others. I would like to lock down, in as many steps as it takes, how to do this. Here's what I'm currently doing:

1) First off, I have integrated custom music into my module, thanks to Cuvieronius' great tutorial.
2) The path to this music is "music/ROE_Intro_Dematolian_Farm/main".
3) I've been able to set this as an area's music preset, lay down a music volume object, and get it to play in game, with no issues.

Now, there are a couple of issues. The way Dragon Age's music system works, for each main "sound object event", if you will, there are 3 events: "main", "Death", and "combat".  As expected, "main" plays the music while walking around the area, "combat" is for when you get into a fight, and "Death" is for when you die" So far, so good.

Well for me, I don't want music playing during combat, I would rather keep the default music going, until a boss fight. Then, I want some custom boss music to play. I did everything I could think of, including deleting the "combat" event from the sound object, and when combat starts, the "main" music just stops. First off, does anyone know where this is triggered? Or, is it an engine level event (sigh...)?

Assuming I can't change that, I figured I would forego the music preset and just start some music by default when you enter the area, using PlayMusic. Then, when the boss fight starts, I would call it again, with the new track. Well, it just plain doesn't work. In my area's on enter script (which I know is running because a particular party member is added to the party in that block of code), I'm running stuff like:

SetMusicIntensity(1);
PlayMusic("music/ROE_Intro_Dematolian_Farm/main");

With no results. When I add the track through the preset, and try to stop it with:

StopMusic("music/ROE_Intro_Dematolian_Farm/main");

It just continues to play.

Now, I know this is working for some people, so if you are one of those people, kindly point me in the right direction Posted Image Also, if anyone can remember a particular point in the OC where the music changes (not going from main to combat), let me know, and I'll look up the respective scripts. I sifted through a lot of the OC plot scripts, but didn't see anything, but I know it has to be happening somewhere!

Finally, to anyone from Bioware reading this: Are there are sound/audio/technical deisgners that can finally put this issue to bed? Maybe someone can kindly come to this thread and a write a little "This is how we did it for this particular scene in the OC"?

*Crosses Fingers*

#2
Dark_Ansem

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maybe you could overwrite the combat music for the area to simply be the one you want to play?