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StartMusic


Avenger

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StartMusic's slots are not from songlist.2da or such.

Not even musiclist.ids.

 

The slots range from 0-9, and listed in an area's song header.

Normally we hear only day/night/battlesong as those are started automatically.

But there are actually 10 slots in EVERY area.

DLTCEP has this for a long time.

 

These music slots are not widely used, i saw only iwd2 using them rarely.

 

A modding idea would be to make your bard play music based on areas, you just have to set the music in each of the areas instead of massive scripting (which causes delays).

 

musics.ids from iwd2 (which applies to ALL games)

0 DAY

1 NIGHT

2 COMBAT_WIN

3 COMBAT_NORMAL

4 COMBAT_LOSE

5 MISC0

6 MISC1

7 MISC2

8 MISC3

9 MISC4

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To the above information I'd like to add new discoveries/verifications I made whilst editing BG1's areas. :)

 

ARE 1.0 > Song Structure

0x0028 (resref) = Day Main Ambience 1 (WAV)
0x0030 (resref) = Day Main Ambience 2 (WAV)
0x0038 (dword) = Day Main Amb. Volume %
0x003C (resref) = Night Main Ambience 1 (WAV)
0x0044 (resref) = Night Main Ambienct 2 (WAV)
0x004C (dword) = Night Main Amb. Volume %

This is mostly used in outdoor areas. For instance, city noises during the day at Candlekeep, but crickets at night. BG1 uses the ARE's Ambient structures for localized noises, such as fountains or taverns.

 

In BG2 and IWD2 (can't check IWD1 atm), this sytem is replaced with main ambient WAVs played via the ARE's Ambient structures. The volume variables in these games (and in BG1 maps where this isn't used), are usually set to 100 and the resrefs are invalid.

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I thought it might be, but didn't check because for now I only use DLTCEP when there's something that can't be done in NI (such as area graphics/doors editing). The IESDP wasn't sure about these values so I posted my verification of what they are.

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