Griad-Weblo Posted September 12, 2003 Share Posted September 12, 2003 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! Link to comment Share on other sites More sharing options...
Mr. Chopper Posted September 12, 2003 Share Posted September 12, 2003 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. Link to comment Share on other sites More sharing options...
snowman21 Posted September 14, 2003 Share Posted September 14, 2003 wow, thats nifty! thanks mr. chopper! Link to comment Share on other sites More sharing options...
Griad-Weblo Posted September 14, 2003 Author Share Posted September 14, 2003 Thanks Chopper i have it working now with my favorite starwars music (Yavtrial_explore.mp3) thanks a bunch! Link to comment Share on other sites More sharing options...
Whitesaber Posted September 15, 2003 Share Posted September 15, 2003 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? Link to comment Share on other sites More sharing options...
Griad-Weblo Posted September 16, 2003 Author Share Posted September 16, 2003 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. Link to comment Share on other sites More sharing options...
Mr. Chopper Posted September 16, 2003 Share Posted September 16, 2003 For that, you will need to implement a trigger_multiple -> target_speaker setup. Link to comment Share on other sites More sharing options...
Whitesaber Posted September 18, 2003 Share Posted September 18, 2003 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!!! Link to comment Share on other sites More sharing options...
GothiX Posted September 18, 2003 Share Posted September 18, 2003 Though it's cool, I thought that most people knew this already? Link to comment Share on other sites More sharing options...
Whitesaber Posted September 18, 2003 Share Posted September 18, 2003 Well, I asked all over the place and nobody ever told me this... I had to experiment and find out by myself. Link to comment Share on other sites More sharing options...
Mr. Chopper Posted September 18, 2003 Share Posted September 18, 2003 ah, you talkin SP........ Chopper don't do SP..... Link to comment Share on other sites More sharing options...
Shotokan Posted September 21, 2003 Share Posted September 21, 2003 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... Link to comment Share on other sites More sharing options...
MasterSidious Posted October 18, 2003 Share Posted October 18, 2003 Thanks, I've looked everywhere on how to do this. Link to comment Share on other sites More sharing options...
Jedi Luke Posted November 12, 2003 Share Posted November 12, 2003 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 Link to comment Share on other sites More sharing options...
Whitesaber Posted November 14, 2003 Share Posted November 14, 2003 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. Link to comment Share on other sites More sharing options...
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