CoM_Solaufein Posted July 14, 2010 Share Posted July 14, 2010 How do you play music in areas and I'm referring to the music you find in the Music folder of the game that end with .MUS and .ACM. This is for BG2 BTW. I want to use some music from IWD. Link to comment
argent77 Posted July 14, 2010 Share Posted July 14, 2010 To add your own songs, just install the ACM and MUS files in the same fashion as is done with the vanilla tracks and add an entry to the songlist.2da file. Then you can connect the ID of the new soundtrack to the appropriate song slot within the ARE file. You can find more information about the songlist here. Link to comment
CoM_Solaufein Posted September 1, 2010 Author Share Posted September 1, 2010 Back to this again. How can I code this in the TP2 file where it patches to the 2da file and my custom area? Link to comment
Avenger Posted September 1, 2010 Share Posted September 1, 2010 Pay attention to the limited size of songlist.2da There are only a few unused slots. You will need .exe patching if you want to increase its size. Link to comment
CoM_Solaufein Posted April 6, 2014 Author Share Posted April 6, 2014 Has the ability to increase entries become possible with the EE games? I see a lot of new entries in the BG2EE songlist.2da. Link to comment
Saradas Posted April 6, 2014 Share Posted April 6, 2014 sorry if I post this in your thread, but it's kinda related.. How to prevent the music from an area overlapping the music you play from script using PlaySong(n)? After some seconds, the music of the current area stops my custom music and overlap Link to comment
Avenger Posted April 6, 2014 Share Posted April 6, 2014 Sol: Yes, you will likely not run out of songlist slots on EE. Saradas: You use StartMusic to play area music, (PlaySong works only in dlg, i think). EE allows one to set the area music with SetMusic, otherwise, you have at least 5 totally unused slots in every area. You need to patch an area for that. Link to comment
Saradas Posted April 6, 2014 Share Posted April 6, 2014 Thanks for the reply, Avenger. I merely need to start a song for the duration of a cutscene, I don't need to patch an area to always play that music. Using PlaySong(n), the track plays for 5 seconds and then fades out to give space to the soundtrack of the area Link to comment
Avenger Posted April 6, 2014 Share Posted April 6, 2014 Thanks for the reply, Avenger. I merely need to start a song for the duration of a cutscene, I don't need to patch an area to always play that music. Using PlaySong(n), the track plays for 5 seconds and then fades out to give space to the soundtrack of the area An area has 10 slots, of those only 3 are used by the engine. You definitely have to patch the area if you want to use StartMusic. If you don't patch the 3 used slots (combat, night, day), then it will be played only when you used StartMusic. Link to comment
Saradas Posted April 6, 2014 Share Posted April 6, 2014 The problem is the cutscene is triggered by my npc script, thus the area where it will start is unpredictable. I made many tests today, but using PlaySong(n) the music either fades out after 5 seconds or does not start at all :| Link to comment
Ardanis Posted April 7, 2014 Share Posted April 7, 2014 Unlike StartMusic(), which is global, PlaySong() decays quickly if the view point is moved away from where it was when the action had been executed. Use MoveViewPoint()/MoveViewObject() first to fix the camera and only then use PlaySong(). Dialog mode can also change the view point, disrupting music if an actor is more than 25%-50% of LoS away. Link to comment
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