Custom Music doesn't work [Solved]
Posted: Fri Aug 15, 2014 9:58 am
by Anakin
Hi,
i tryed to get custom music ingame. But there is no music ingame. Maybe you can tell me what the problem is.
rcm.req:
music.req
rcm_music_config.snd
rcm_music.mus
rcm_music.stm
odf:
first i had some nameing problems (middel and middle) but i checked this twice and all wav files listed in the stm file are in my stream folder. There are no munging problems, and the sounds (you see in the rcm.req file) are working, too. The lvl file raised from 7.026KB to 75.029KB. So there need to be something gone right. But there is no music ingame.
i tryed to get custom music ingame. But there is no music ingame. Maybe you can tell me what the problem is.
rcm.req:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"str"
"align=2048"
"rcm"
"rcm_music"
}
REQN
{
"lvl"
"comSnd"
"sspSnd"
"music"
}
}[/code]
{
REQN
{
"str"
"align=2048"
"rcm"
"rcm_music"
}
REQN
{
"lvl"
"comSnd"
"sspSnd"
"music"
}
}[/code]
Hidden/Spoiler:
[code]ucft
{
REQN
{
"bnk"
"align=2048"
}
REQN
{
"config"
"rcm_music_config"
"rcm_music"
}
}[/code]
{
REQN
{
"bnk"
"align=2048"
}
REQN
{
"config"
"rcm_music_config"
"rcm_music"
}
}[/code]
Hidden/Spoiler:
[code]SoundStream()
{
Name("rcm_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("rcm_music"); //.stm file
SegmentList()
{
Segment("rcm_amb_start_01", 0.25);
Segment("rcm_amb_start_02", 0.25);
Segment("rcm_amb_start_03", 0.25);
Segment("rcm_amb_start_04", 0.25);
}
}
SoundStream()
{
Name("rcm_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("rcm_music");
SegmentList()
{
Segment("rcm_amb_middle_01", 0.25);
Segment("rcm_amb_middle_02", 0.25);
Segment("rcm_amb_middle_03", 0.25);
Segment("rcm_amb_middle_04", 0.25);
}
}
SoundStream()
{
Name("rcm_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("rcm_music");
SegmentList()
{
Segment("rcm_amb_end_01", 0.25);
Segment("rcm_amb_end_02", 0.25);
Segment("rcm_amb_end_03", 0.25);
Segment("rcm_amb_end_04", 0.25);
}
}
SoundStreamProperties()
{
Name("shell_soundtrack");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("shellmusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(3);
Stream("rcm_music");
SegmentList()
{
Segment("shell_soundtrack", 1.0);
}
}
[/code]
{
Name("rcm_amb_start");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("rcm_music"); //.stm file
SegmentList()
{
Segment("rcm_amb_start_01", 0.25);
Segment("rcm_amb_start_02", 0.25);
Segment("rcm_amb_start_03", 0.25);
Segment("rcm_amb_start_04", 0.25);
}
}
SoundStream()
{
Name("rcm_amb_middle");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(1);
Stream("rcm_music");
SegmentList()
{
Segment("rcm_amb_middle_01", 0.25);
Segment("rcm_amb_middle_02", 0.25);
Segment("rcm_amb_middle_03", 0.25);
Segment("rcm_amb_middle_04", 0.25);
}
}
SoundStream()
{
Name("rcm_amb_end");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("ingamemusic");
Looping(0);
Pan(0.0);
Mode3D(0);
Stream("rcm_music");
SegmentList()
{
Segment("rcm_amb_end_01", 0.25);
Segment("rcm_amb_end_02", 0.25);
Segment("rcm_amb_end_03", 0.25);
Segment("rcm_amb_end_04", 0.25);
}
}
SoundStreamProperties()
{
Name("shell_soundtrack");
Pitch(1.0);
PitchDev(0.0);
Gain(1.0);
GainDev(0.0);
ReverbGain(0.0);
Bus("shellmusic");
Looping(0);
Pan(0.0);
Mode3D(0);
CyclePlayback(3);
Stream("rcm_music");
SegmentList()
{
Segment("shell_soundtrack", 1.0);
}
}
[/code]
Hidden/Spoiler:
[code]// ----- Republic Music -----
Music()
{
Name("rcm_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("rcm_amb_start");
}
Music()
{
Name("rcm_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rcm_amb_middle");
}
Music()
{
Name("rcm_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rcm_amb_end");
}
Music()
{
Name("shell_soundtrack");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("shell_soundtrack");
}
[/code]
Music()
{
Name("rcm_amb_start");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("rcm_amb_start");
}
Music()
{
Name("rcm_amb_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rcm_amb_middle");
}
Music()
{
Name("rcm_amb_end");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("rcm_amb_end");
}
Music()
{
Name("shell_soundtrack");
Priority(1.0);
FadeInTime(0.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(5.0);
SoundStream("shell_soundtrack");
}
[/code]
Hidden/Spoiler:
[code]streams\rcm_amb_start_01.wav rcm_amb_start_01
streams\rcm_amb_start_02.wav rcm_amb_start_02
streams\rcm_amb_start_03.wav rcm_amb_start_03
streams\rcm_amb_start_04.wav rcm_amb_start_04
streams\rcm_amb_middle_01.wav rcm_amb_middle_01
streams\rcm_amb_middle_02.wav rcm_amb_middle_02
streams\rcm_amb_middle_03.wav rcm_amb_middle_03
streams\rcm_amb_middle_04.wav rcm_amb_middle_04
streams\rcm_amb_end_01.wav rcm_amb_end_01
streams\rcm_amb_end_02.wav rcm_amb_end_02
streams\rcm_amb_end_03.wav rcm_amb_end_03
streams\rcm_vode.wav rcm_amb_end_04
streams\rcm_vode_voice.wav shell_soundtrack
[/code]
streams\rcm_amb_start_02.wav rcm_amb_start_02
streams\rcm_amb_start_03.wav rcm_amb_start_03
streams\rcm_amb_start_04.wav rcm_amb_start_04
streams\rcm_amb_middle_01.wav rcm_amb_middle_01
streams\rcm_amb_middle_02.wav rcm_amb_middle_02
streams\rcm_amb_middle_03.wav rcm_amb_middle_03
streams\rcm_amb_middle_04.wav rcm_amb_middle_04
streams\rcm_amb_end_01.wav rcm_amb_end_01
streams\rcm_amb_end_02.wav rcm_amb_end_02
streams\rcm_amb_end_03.wav rcm_amb_end_03
streams\rcm_vode.wav rcm_amb_end_04
streams\rcm_vode_voice.wav shell_soundtrack
[/code]
odf:
Hidden/Spoiler:
[code] OpenAudioStream("dc:sound\\rcm.lvl", "music")
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rcm_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rcm_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rcm_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)[/code]
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_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)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rcm_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rcm_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rcm_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)[/code]
first i had some nameing problems (middel and middle) but i checked this twice and all wav files listed in the stm file are in my stream folder. There are no munging problems, and the sounds (you see in the rcm.req file) are working, too. The lvl file raised from 7.026KB to 75.029KB. So there need to be something gone right. But there is no music ingame.