I feel as if I keep on leeching from this community and don't help in any way. Oh well.
For my next problem, I want to have music with an introduction, which then seamlessly transfers into a section of music that loops onto itself infinitely. What I have so far is a split-out sound with the introduction in it, and then the looping portion with the loop count set to -1. When I go to play this sound via triggers, I start playing the looping sound as soon as the introductory sound ends. However, there are 2 issues:
A.) The game doesn't treat the sounds like music, IE, ctrl + M doesn't to anything to them.
B.) There is a small delay between the 2 sounds. After the introduction stops, the looping music doesn't start playing until a half second after, leaving a horrible period of cutting silence.
The ingame music is a data type called "Soundtrack". You can set it to be used for the "Music" or the "Ambience" via Triggers (with the "Play Soundtrack" Trigger I think).
To set up the Soundtrack you have to go into the Data Editor and create a new Soundtrack, then add both sounds into the "Cue" field.
The last thing you have to do is go into the Sound Tab in the Data Editor and find the Sound that you want to loop. Set Loop Count to a large number.
I don't know though if there is a delay between the Sounds this way, but I think you can choose manually if you want one in the Soundtrack Data Type. If there still is delay it is probably because the delay is in your soundfiles, but I don't know about that 100%, maybe there is an automatic delay. In that case I don't know how to change that.
Putting it in a soundtrack and setting the soundtrack type to music did nothing. It still is only disabled through ctrl + s instead of ctrl + m.
And, it seems that there is a standard delay between all sounds no matter what you do to make them continuous. The only thing I can think of is setting the delay to a negative value so it starts playing before the other sound stops according to the editor (but flowing according to your ears). However, I doubt soundtracks support this. Maybe it only delays between different sound files, and not between 2 different sound assets in the same sound file?
So, is there any easy way to do what I described in the OP in a single sound file instead of 2 sound files for the introduction and loop independently?
You could add the intro music to the looping soundtrack and call that particular track by cue. The only problem with this is that the intro music will be included in the loop (obviously) so it will play once the whole soundtrack loops around.
I think I've already done what you're describing in my map, Xeno Crisis, so it can be done. My only question is how much of a delay is present between tracks? If the problem is that the intro track seems to stop suddenly (because the players click the "Start" button or whatever") then you should consider fading the intro music out at that point, then introducing the loop track by fading it in. This will help prevent the jarring effect of one track stopping and another starting right away.
In the data editor, make sure the "Group" field for each of your music track sounds is set to "Music" and the "Mode" field is set to "2D." You may also need to set the Parent of the sound to MUSIC (double click the sound in the top left pane.) This should assign the sound to the "Music" sound channel, which is what ctrl + m toggles.
In Xeno Crisis, I start by playing the intro track independently through the Play Sound function. I immediately assign it to a variable (called "IntroMusic".) This is so I can manipulate the volume of the sound later, which you can use to simulate fading the track out in a loop. Using the "Stop Soundtrack" function and applying the "After Fading" option might create the same effect, so I advise you try that first.
To fade a soundtrack in you may have to use the loop technique to manipulate the volume.
I think I've already done what you're describing in my map, Xeno Crisis, so it can be done. My only question is how much of a delay is present between tracks?
I guess there is just a basic delay between sounds when you try to make them play smoothly and continuously. The way I remedied this through triggers was start playing the sound before the intro ended, so it sounded continuous. I don't think you can do that through data though. I'll try what you gave me.
By the way, if it helps any, think of what I want to do as Pokemon Music. It has a unique intro, but it also can loop onto itself indefinitely.
Why aren't you answering my questions? I'm just trying to help you and you are ignoring my questions.
I don't know why I even invest the effort but I still made an example map with a looping soundtrack and everything works like it should without any delay or any other problems at all. Do with it what you want.
edit:
Sorry for my aggressive tone, was in a bad mood when I wrote this :)
I guess there is just a basic delay between sounds when you try to make them play smoothly and continuously. The way I remedied this through triggers was start playing the sound before the intro ended, so it sounded continuous. I don't think you can do that through data though. I'll try what you gave me.
By the way, if it helps any, think of what I want to do as Pokemon Music. It has a unique intro, but it also can loop onto itself indefinitely.
Ah, I see. Thanks for the clarification. I'm not sure if it would help with the delay, but you could try creating a trigger which plays the sound file (in the music channel,) add a Wait For Sound function to wait until the track is finished, then perpetuate a loop which plays the sound, skipping the first x seconds to get by the intro. You would have to be precise to make it sound natural. The alternative would be to simply play a different sound but that would require more space in your map.
Ah, I see. Thanks for the clarification. I'm not sure if it would help with the delay, but you could try creating a trigger which plays the sound file (in the music channel,) add a Wait For Sound function to wait until the track is finished, then perpetuate a loop which plays the sound, skipping the first x seconds to get by the intro. You would have to be precise to make it sound natural. The alternative would be to simply play a different sound but that would require more space in your map.
This is exactly what I tried before, but the fact that ctrl + m doesn't turn it off completely turns it away as a possibility (Although I didn't try playing it in the Music Channel). Also, the delay might be different between computers, so that was another reason I wanted to find another way.
Thanks Bommes, I'll take a look at your map and see if it can help me.
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I feel as if I keep on leeching from this community and don't help in any way. Oh well.
For my next problem, I want to have music with an introduction, which then seamlessly transfers into a section of music that loops onto itself infinitely. What I have so far is a split-out sound with the introduction in it, and then the looping portion with the loop count set to -1. When I go to play this sound via triggers, I start playing the looping sound as soon as the introductory sound ends. However, there are 2 issues:
A.) The game doesn't treat the sounds like music, IE, ctrl + M doesn't to anything to them. B.) There is a small delay between the 2 sounds. After the introduction stops, the looping music doesn't start playing until a half second after, leaving a horrible period of cutting silence.
The ingame music is a data type called "Soundtrack". You can set it to be used for the "Music" or the "Ambience" via Triggers (with the "Play Soundtrack" Trigger I think).
To set up the Soundtrack you have to go into the Data Editor and create a new Soundtrack, then add both sounds into the "Cue" field. The last thing you have to do is go into the Sound Tab in the Data Editor and find the Sound that you want to loop. Set Loop Count to a large number.
I don't know though if there is a delay between the Sounds this way, but I think you can choose manually if you want one in the Soundtrack Data Type. If there still is delay it is probably because the delay is in your soundfiles, but I don't know about that 100%, maybe there is an automatic delay. In that case I don't know how to change that.
Putting it in a soundtrack and setting the soundtrack type to music did nothing. It still is only disabled through ctrl + s instead of ctrl + m.
And, it seems that there is a standard delay between all sounds no matter what you do to make them continuous. The only thing I can think of is setting the delay to a negative value so it starts playing before the other sound stops according to the editor (but flowing according to your ears). However, I doubt soundtracks support this. Maybe it only delays between different sound files, and not between 2 different sound assets in the same sound file?
So, is there any easy way to do what I described in the OP in a single sound file instead of 2 sound files for the introduction and loop independently?
You could add the intro music to the looping soundtrack and call that particular track by cue. The only problem with this is that the intro music will be included in the loop (obviously) so it will play once the whole soundtrack loops around.
I think I've already done what you're describing in my map, Xeno Crisis, so it can be done. My only question is how much of a delay is present between tracks? If the problem is that the intro track seems to stop suddenly (because the players click the "Start" button or whatever") then you should consider fading the intro music out at that point, then introducing the loop track by fading it in. This will help prevent the jarring effect of one track stopping and another starting right away.
In the data editor, make sure the "Group" field for each of your music track sounds is set to "Music" and the "Mode" field is set to "2D." You may also need to set the Parent of the sound to MUSIC (double click the sound in the top left pane.) This should assign the sound to the "Music" sound channel, which is what ctrl + m toggles.
In Xeno Crisis, I start by playing the intro track independently through the Play Sound function. I immediately assign it to a variable (called "IntroMusic".) This is so I can manipulate the volume of the sound later, which you can use to simulate fading the track out in a loop. Using the "Stop Soundtrack" function and applying the "After Fading" option might create the same effect, so I advise you try that first.
To fade a soundtrack in you may have to use the loop technique to manipulate the volume.
Hope that helps.
Did you activate it with a trigger?
If you upload the 2 sound files I'm sure we can help much better to search where the problem is :)
I guess there is just a basic delay between sounds when you try to make them play smoothly and continuously. The way I remedied this through triggers was start playing the sound before the intro ended, so it sounded continuous. I don't think you can do that through data though. I'll try what you gave me.
By the way, if it helps any, think of what I want to do as Pokemon Music. It has a unique intro, but it also can loop onto itself indefinitely.
Why aren't you answering my questions? I'm just trying to help you and you are ignoring my questions.
I don't know why I even invest the effort but I still made an example map with a looping soundtrack and everything works like it should without any delay or any other problems at all. Do with it what you want.
edit:
Sorry for my aggressive tone, was in a bad mood when I wrote this :)
Helpful map thanks Bommes
<Click Here> To See My Epic Single Player Campaign (LifeForceCampaign.com)
Ah, I see. Thanks for the clarification. I'm not sure if it would help with the delay, but you could try creating a trigger which plays the sound file (in the music channel,) add a Wait For Sound function to wait until the track is finished, then perpetuate a loop which plays the sound, skipping the first x seconds to get by the intro. You would have to be precise to make it sound natural. The alternative would be to simply play a different sound but that would require more space in your map.
This is exactly what I tried before, but the fact that ctrl + m doesn't turn it off completely turns it away as a possibility (Although I didn't try playing it in the Music Channel). Also, the delay might be different between computers, so that was another reason I wanted to find another way.
Thanks Bommes, I'll take a look at your map and see if it can help me.