Post by Hannes821 on Oct 7, 2016 0:36:24 GMT 1
IMPLEMENTATION:
I tested these and can approve they work properly.
Tracks are xwm, and play ingame. all i have is around 180MB. we sort out soon.
The Problem to get xwm, is simply, that your opening window only shows WAV visible,
simply get the same name of your xwm, that is there, and load name.xwm. it works, if you dont get an error.
TRACKS
There are single tracks (our music), silent tracks and palette tracks (mixed from existing).
first, your xwm (and wav) are implemented as Single Tracks in CK.
Then, you can make Palette Tracks to loop and combine tracks, get silent tracks as break between.
You can set the usual quest conditions in Palette Tracks and Single Tracks, which are both the same type of object (TRACKS).
Then you must make Music Types, and insert your tracks there.
playing conditions via "MUSIC TYPE"
Combat:
add "SINGLE TRACKS" to the Combat Types.
in the SINGLE TRACKS set conditions copied from vanilla battle soundtracks AND interior cells (Atmora) OR Atmora Worldspace
why? because it does not play in self made battle categories, and i never read anywhere anybody did it with custom music types.
everybody so far was working with the vanilla types. i guess inherent conditions.
Interior Cells:
simply go edit interior cell in cell window, and change music type.
Worldspace:
same. just go to worldspace window.
Region:
same. just you have to open the "REGION EDITOR" via worldspace window and "paint regions" in that little map.
Triggerbox:
the script is very plain, "play on enter trigger".
its a green box you can drag and drop like all boxes inside CK.
in the top menu, click "create Trigger" (that button with a T).
then, choose the defaultAddMusicTrigger.
go in, edit value of the defaultAddMusicSCRIPT to your own music type.
NOT APPROVED YET:
on use (runes, spells, pick up ect,) single tracks / paletteĀ“s can work with conditions. (on activation)
OR make a defaultAddMusiconActivate Activator.
another option would be rewriting the vanilla script "defaultPlaySoundAtLink" that way, that it can play music files, not sound files.
SIDE NOTE:
Music types can "duck" running music.
so, combat / battle or quest sounds lower the volume of the worldspace/interior music by a set amount of volume (100db mostly)
but it still plays in the back, for the consistent feel.
I tested these and can approve they work properly.
Tracks are xwm, and play ingame. all i have is around 180MB. we sort out soon.
The Problem to get xwm, is simply, that your opening window only shows WAV visible,
simply get the same name of your xwm, that is there, and load name.xwm. it works, if you dont get an error.
TRACKS
There are single tracks (our music), silent tracks and palette tracks (mixed from existing).
first, your xwm (and wav) are implemented as Single Tracks in CK.
Then, you can make Palette Tracks to loop and combine tracks, get silent tracks as break between.
You can set the usual quest conditions in Palette Tracks and Single Tracks, which are both the same type of object (TRACKS).
Then you must make Music Types, and insert your tracks there.
playing conditions via "MUSIC TYPE"
Combat:
add "SINGLE TRACKS" to the Combat Types.
in the SINGLE TRACKS set conditions copied from vanilla battle soundtracks AND interior cells (Atmora) OR Atmora Worldspace
why? because it does not play in self made battle categories, and i never read anywhere anybody did it with custom music types.
everybody so far was working with the vanilla types. i guess inherent conditions.
Interior Cells:
simply go edit interior cell in cell window, and change music type.
Worldspace:
same. just go to worldspace window.
Region:
same. just you have to open the "REGION EDITOR" via worldspace window and "paint regions" in that little map.
Triggerbox:
the script is very plain, "play on enter trigger".
its a green box you can drag and drop like all boxes inside CK.
in the top menu, click "create Trigger" (that button with a T).
then, choose the defaultAddMusicTrigger.
go in, edit value of the defaultAddMusicSCRIPT to your own music type.
NOT APPROVED YET:
on use (runes, spells, pick up ect,) single tracks / paletteĀ“s can work with conditions. (on activation)
OR make a defaultAddMusiconActivate Activator.
another option would be rewriting the vanilla script "defaultPlaySoundAtLink" that way, that it can play music files, not sound files.
SIDE NOTE:
Music types can "duck" running music.
so, combat / battle or quest sounds lower the volume of the worldspace/interior music by a set amount of volume (100db mostly)
but it still plays in the back, for the consistent feel.