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Custom music issues

Posted: Thu Jul 14, 2011 9:57 am
by DarthFannel
Well, after a little tampering I could finally add custom music from the BF1 tools tutorial (the EFX one), but I got a problem, as I was adding more tracks and the BF2 level stopped loading the track I was calling for and began just loading one of the earlier ones in the files, here are the specifications.

EFXcw.stm:
Hidden/Spoiler:
// CLONE WARS
Streams\rep_comm_vode_an.wav vode_an
// GALACTIC CIVIL WAR
Streams\eaw_attacking_the_blockade.wav gcw_spa_amb_middle01
Streams\eaw_battle_in_the_city.wav gcw_lnd_amb_city_middle
Streams\eaw_battle_in_the_mountain.wav gcw_lnd_amb_mountain_middle
//Streams\eaw_battle_in_the_swamps.wav gcw_lnd_amb_swamp_middle
//Streams\eaw_beginning_the_approach.wav gcw_spa_amb_start
//Streams\eaw_empire_at_war.wav imp_spa_amb_end
//Streams\eaw_rebellion_advantage.wav all_spa_amb_end
//Streams\eaw_space_pursuit.wav gcw_spa_amb_middle02
//Streams\eaw_vaders_presence.wav imp_lnd_amb_end
//Streams\ep4_tie_fighter_attack.wav gcw_com_amb_middle
//Streams\ep5_battle_in_the_snow.wav gcw_lnd_amb_snow_full
//Streams\ep6_battle_in_the_forest.wav gcw_lnd_amb_forest_full
//Streams\ep6_into_the_trap.wav gcw_spa_amb_full
//Streams\ep6_return_of_the_jedi.wav all_lnd_amb_end
EFXcw_music_config.snd
Hidden/Spoiler:
// CLONE WARS
SoundStream()
{
Name("vode_an");
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("efxcw_music"); //.stm file
SegmentList()
{
Segment("rep_comm_vode_an", 1.0);
}
}

// GALACTIC CIVIL WAR
SoundStream()
{
Name("gcw_spa_amb_middle01");
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("efxcw_music"); //.stm file
SegmentList()
{
Segment("eaw_attacking_the_blockade", 1.0);
}
}

SoundStream()
{
Name("gcw_lnd_amb_city_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);
Stream("efxcw_music"); //.stm file
SegmentList()
{
Segment("eaw_battle_in_the_city", 1.0);
}
}

SoundStream()
{
Name("gcw_lnd_amb_mountain_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);
Stream("efxcw_music"); //.stm file
SegmentList()
{
Segment("eaw_battle_in_the_mountain", 1.0);
}
}
EFXcw_music.mus
Hidden/Spoiler:
// CLONE WARS
Music()
{
Name("vode_an");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("vode_an");
}

// GALACTIC CIVIL WAR
Music()
{
Name("gcw_spa_amb_middle01");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("gcw_spa_amb_middle01");
}

Music()
{
Name("gcw_lnd_amb_city_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("gcw_lnd_amb_city_middle");
}

Music()
{
Name("gcw_lnd_amb_mountain_middle");
Priority(0.0);
FadeInTime(1.0);
FadeOutTime(1.0);
MinPlaybackTime(20.0);
MinInactiveTime(2.0);
SoundStream("gcw_lnd_amb_mountain_middle");
}
Level LUA: (only the important part.)
Hidden/Spoiler:
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(REP, 1.00, "gcw_lnd_amb_mountain_middle", 0,1)
SetAmbientMusic(REP, 0.80, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.20, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.00, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.80, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.20, "cis_yav_amb_end", 2,1)
So, I am calling the "gcw_lnd_amb_mountain_middle" track, but instead it is loading the "gcw_lnd_amb_city_middle" track no matter what I do (other than deleting it from the *.stm and mungin' again), I had the same problem when I put all tracks on the *.stm without configuring all on the *.snd and *.mus files so I thought I was putting too many files without indexing them properly, but I am having this problem after I added only two more tracks at the same time, looks like I'll have to limit the contents of my music files but I was hoping to make a global one for my own personal mods and load it from the regular Data folder instead of having several copies on every mod, other than that I would like to know what happened.

Thanks in advance.