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Griad-Weblo
09-12-2003, 04:37 PM
I have finally finished my map (for now) and i thought i had everything until i played it and realized i have no music and i would like some. Anyways i have been searching for tutorials and anythreads that are on same topic but the ones i ahve come across dont make any sense. Can anyone explain it really easy. THANKS!

Mr. Chopper
09-12-2003, 07:48 PM
With your sound file in an mp3 form, put it in base/music. Then, with no brushes selected in radiant, hit 'n' (entity properties). Make a new key called music , and make a value for it that will point to the location of the file. i.e.

Key: music
Value: music/tunes.mp3

And that's it! The only thing I'm not sure about is whether or not you need to include the .mp3.......... I think you do.

snowman21
09-13-2003, 08:06 PM
wow, thats nifty! thanks mr. chopper!

Griad-Weblo
09-14-2003, 04:57 PM
Thanks Chopper i have it working now with my favorite starwars music (Yavtrial_explore.mp3) thanks a bunch!

Whitesaber
09-15-2003, 06:15 PM
Okay, here I go again bridgeing the gap between MP and SP, but...

I'm making an SP level. How the hell can I insert dynamic music, music that changes to action music when enemies are around and then back to explore music?

Griad-Weblo
09-15-2003, 08:23 PM
hmmmm thats a good question i would think it would have to do with a trigger. Make a trigger brush covering the area where your enemies would be and give it the key "music" and the value "music/(name of music.md3) and in theory that should work but im not quite sure if that is what u mean or if thats how u want it to be. I would think that will work ... what i usually do is go bye trial and error untill i figure it out or someone explains it better. well thats all i can think of im sure it wont hurt to try.

Mr. Chopper
09-16-2003, 12:00 AM
For that, you will need to implement a trigger_multiple -> target_speaker setup.

Whitesaber
09-18-2003, 03:52 PM
YES!! I found out how to do it!!! (For SP)

1) Open your map and, with nothing selected, hit "N" to bring up your entities window. Select "worldspawn" at the end of the list and enter this key and value:

Key: music
Value: music/bespin_platform

You'll realize that I pointed to the directory of the music files, NOT a music file itself. You can find all the directories in assets0.pk3 under music/(directory). You'll find such ones as yavin_trial, kejim_base, etc. Here, we'll use bespin_platform.

2) Deselect everything and select your info_player_start. Hit "N" again to edit it and add this key and value:

Key: usescript
Value: start

This is telling the engine to use the script "start" when you spawn. (The start script will be made later)

3) Save and compile the map.

4)Open up BehavEd and add a SET command. Double click it and add select "SET_MUSIC_STATE" (towards the end of the list). Click the "reevaluate" button and select, in the second drop down window, DM_AUTO. Save the map as "Start" under your scripts directory and compile it.

TADA!!! This should have the engine decide what state the dynamic music will be in. When you get attacked, action music will start up. When you've finish cutting up bad guys, it'll return to explore music!!! WOOHOO!!!

GothiX
09-18-2003, 04:11 PM
Though it's cool, I thought that most people knew this already?

Whitesaber
09-18-2003, 04:16 PM
Well, I asked all over the place and nobody ever told me this... I had to experiment and find out by myself.

Mr. Chopper
09-18-2003, 06:11 PM
ah, you talkin SP........ Chopper don't do SP.....

Shotokan
09-21-2003, 06:02 PM
Originally posted by Whitesaber
YES!! I found out how to do it!!! (For SP)

1) Open your map and, with nothing selected, hit "N" to bring up your entities window. Select "worldspawn" at the end of the list and enter this key and value:

Key: music
Value: music/bespin_platform

You'll realize that I pointed to the directory of the music files, NOT a music file itself. You can find all the directories in assets0.pk3 under music/(directory). You'll find such ones as yavin_trial, kejim_base, etc. Here, we'll use bespin_platform.

2) Deselect everything and select your info_player_start. Hit "N" again to edit it and add this key and value:

Key: usescript
Value: start

This is telling the engine to use the script "start" when you spawn. (The start script will be made later)

3) Save and compile the map.

4)Open up BehavEd and add a SET command. Double click it and add select "SET_MUSIC_STATE" (towards the end of the list). Click the "reevaluate" button and select, in the second drop down window, DM_AUTO. Save the map as "Start" under your scripts directory and compile it.

TADA!!! This should have the engine decide what state the dynamic music will be in. When you get attacked, action music will start up. When you've finish cutting up bad guys, it'll return to explore music!!! WOOHOO!!!

It's ok even I didn't know how to do that. Thanks for the info. I'm sure I could use it in my next map...

MasterSidious
10-18-2003, 07:20 PM
Thanks, I've looked everywhere on how to do this.

Jedi Luke
11-12-2003, 12:24 AM
Works perfectly. Thanks Whitesaber, I've been trying to find out how to add a a music set to a SP map for some time and now i know. Thanks :)

Whitesaber
11-13-2003, 08:33 PM
You're welcome, guys. :)

I'm currently working on a tutorial for making custom dynamic music, that is, your own music MP3s that changes from explore to action and vise versa within the game. It should be simple enough, but I want to cover all bases.