1) In the area editor, under the properties section, there are properties called Music Preset & Reverb Preset. Coming from the NWN module way of things, I just assumed that selecting a track from the drop down list would play it when testing my area. That does not work at all. Here's an example of some options from the drop down:
ARL_Eamon ARL_Eamon_blacksmith Epilogue
2) Now, if you look under the Sounds section of the palette, there is a music folder. In this folder are folders with names that are exactly the same as the options I had in the aforementioned drop down list. Within each folder are sound files like so:
main combat Death
Okay, getting somewhere. If I am understanding correctly, depending on the Preset I select for the area, it should play the appropriate track depending on the situation? Makes sense... Well, why don't they play in any area I create in the toolset?
3) Now, there is a function called PlayMusic(string sMusicName). In a thread in the scripting section (that I didn't want to hijack more than I have), it was stated that the variable, sMusicName, is a path to the track. Well, after some digging around, I found the following code snippet in area_core.nss:
// Play music string sMusic = GetM2DAString(TABLE_AREA_MUSIC, GetTag(OBJECT_SELF), 1); if(sMusic == "") sMusic = GetM2DAString(TABLE_AREA_MUSIC, "default", 1); PlayMusic(sMusic);
This is called whenever you enter an area (unless of course you override the appropriate event in another script). So, it appears that perhaps some paths are kept in a 2DA? I figured out the value of TABLE_AREA_MUSIC, and tracked it down to a 2DA named music_projects. But, the only thing in there is 1 row with a value of music, which assumingly is the name of the music project that fills up the Music Preset dropdown.
So, I guess this code block is just not used?
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Has anyone made any meaningful progress with music? Please tell me I'm just missing something really stupid. If not, Bioware, some help please?





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