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Re: (FAQ) Tentative custom ambient music tutorial

Posted: Wed Apr 13, 2011 7:27 pm
by THEWULFMAN
first, where did you put the folder?

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Wed Apr 13, 2011 7:39 pm
by Dakota
@AQT: i was using the BF1 modtools
@THEWULFMAN: which folder there are about...hmmm... (gets calculator and come back an hour later) it says error...

but i'll take a guess that u mean the EFX folder and that is in the place it says to be in the tutorial, if u ment the BFModtools folder, then that is in the C:/ folder

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Sun Jul 17, 2011 5:26 pm
by Ashley
ok,
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}




--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)


conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(600)
SetMaxPlayerFlyHeight (600)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_aalya")

ReadDataFile("dc:SIDE\\snw.lvl",
"snw_inf_wampa")


SetupTeams{
rep = {
team = REP,
units = 1,
reinforcements = 150,
soldier = { "rep_hero_aalya",1, 1},


},
cis = {
team = CIS,
units = 20,
reinforcements = 150,


}
}

AddUnitClass(CIS,"snw_inf_wampa", 9,25)


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:SCR\\SCR.lvl", "SCR_conquest")
ReadDataFile("dc:SCR\\SCR.lvl", "SCR_conquest")
SetDenseEnvironment("true")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("dc:sound\\efx.lvl", "efxcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(ALL, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"cis_kam_amb_end", 2,1);

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
No music coming from my 20 mb efx.lvl file

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Sun Jul 17, 2011 7:09 pm
by fasty
Ashley wrote:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}




--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)


conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(600)
SetMaxPlayerFlyHeight (600)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_aalya")

ReadDataFile("dc:SIDE\\snw.lvl",
"snw_inf_wampa")


SetupTeams{
rep = {
team = REP,
units = 1,
reinforcements = 150,
soldier = { "rep_hero_aalya",1, 1},


},
cis = {
team = CIS,
units = 20,
reinforcements = 150,


}
}

AddUnitClass(CIS,"snw_inf_wampa", 9,25)


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:SCR\\SCR.lvl", "SCR_conquest")
ReadDataFile("dc:SCR\\SCR.lvl", "SCR_conquest")
SetDenseEnvironment("true")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("dc:sound\\efx.lvl", "efxcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(ALL, 1.0, "rep_kam_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "rep_kam_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"rep_kam_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "cis_kam_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "cis_kam_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"cis_kam_amb_end", 2,1);

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
You don't have a team named "ALL", or "IMP".

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Sun Jul 17, 2011 8:00 pm
by Ashley
Thanks, but why does it not play mine, its playing stock music

EDIT
Ok, it only plays 1 song, and only when im on the wampa side, when im aayla it plays nothing.


Double posting is against the RULES; please EDIT your post instead -Staff

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Sun Jul 17, 2011 11:04 pm
by Dakota
Ashley wrote:Thanks, but why does it not play mine, its playing stock music

EDIT
Ok, it only plays 1 song, and only when im on the wampa side, when im aayla it plays nothing.
heros have their own music that they use. maybe removing the line for using it in aayla's odf will make her use the regular music

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Sun Jul 17, 2011 11:24 pm
by Noobasaurus
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: bad argument #1 to `SetAmbientMusic' (number expected, got nil)
stack traceback:
[C]: in function `SetAmbientMusic'
(none): in function `ScriptInit'
No music, and I get this error. No crash. What does it mean?

EDIT: Pssssshhh...Should've read the tutorial. It clearly says to download BFModtools. :music:

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Thu Feb 16, 2012 2:55 pm
by hunpeter12
When I munge it in the BF1 Mod Tools it says in the error log:
Hidden/Spoiler:
soundflmunge.exe : Error : Unable to open file Streams\victory.wav - while munging C:\Users\User\Documents\BFBuilder\DataEFX\Sound\worlds\EFX\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to open file Streams\victory.wav, format may be invalid - while munging C:\Users\User\Documents\BFBuilder\DataEFX\Sound\worlds\EFX\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\Users\User\Documents\BFBuilder\DataEFX\Sound\worlds\EFX\EFX\efxcw_music.stm - while munging C:\Users\User\Documents\BFBuilder\DataEFX\Sound\worlds\EFX\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to open file Streams\victory.wav - while munging C:\Users\User\Documents\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to open file Streams\victory.wav, format may be invalid - while munging C:\Users\User\Documents\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
soundflmunge.exe : Error : Unable to read file list C:\Users\User\Documents\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm - while munging C:\Users\User\Documents\BFBuilder\DataEFX\Sound\worlds\EFX\efxcw_music.stm
(I am a N00B.)

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Thu Feb 16, 2012 3:57 pm
by Marth8880
Could you please post your sound REQs, .stm file, and .snd file? Also, what format did you export your audio in and under what settings and sample rate?

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Tue Feb 21, 2012 3:51 pm
by hunpeter12
It's maybe the format: it's 705 kb/s, I'll change it.

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Tue Feb 21, 2012 4:21 pm
by Marth8880
What's the sample rate? (e.g., 44100 Hz)

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Tue Feb 11, 2020 11:52 am
by correctmushroom2013
I tried all ways and my music doesn't play. My music files are correct, all scripts too. Someone who can help..?

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Tue Feb 11, 2020 7:09 pm
by Marth8880
correctmushroom2013 wrote:I tried all ways and my music doesn't play. My music files are correct, all scripts too. Someone who can help..?
How big is the munged sound lvl? Also advise creating a proper help thread instead of asking for help in this thread. ;)

Re: (FAQ) Tentative custom ambient music tutorial

Posted: Thu Feb 13, 2020 12:31 pm
by correctmushroom2013
Marth8880 wrote:
correctmushroom2013 wrote:I tried all ways and my music doesn't play. My music files are correct, all scripts too. Someone who can help..?
How big is the munged sound lvl? Also advise creating a proper help thread instead of asking for help in this thread. ;)
I threw this idea. I did absolutely everything and learned how to create only custom sounds. Music made me give up. So sorry(
I've forgotten .lvl size. :mrgreen: