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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »Music Loop Problems!

Author Topic: Music Loop Problems! (10 messages, Page 1 of 1)
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Georgespartan01
Joined: Nov 1, 2010


Posted: Aug 2, 2011 08:12 PM    Msg. 1 of 10       
Hello... well, While testing my firefight map, I Noticed that the music have problems, I mean It plays but... For Example: The song start, with the intro then with the solo, then with intro and last with the end. It plays the permutations randomly! ¿How I can Fix this?


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Aug 3, 2011 02:12 PM    Msg. 2 of 10       
I've had this problem many a time also, the only way I seem to have fixed it is either:

A) Using a sound impulse instead
or
B) Just running the music as the background sound for the map. This can be done by opening Sapien, and then navigating to Cluster Properties - Palettes - Background Sound Palette. And changing the background sound of choice to your music. The only dis-advantage of this is that it will continue to loop non-stop. And ofc, if you're using a custom map, ya gotta apply it to the portals too. If it's a stock map, should work fine though.


Georgespartan01
Joined: Nov 1, 2010


Posted: Aug 3, 2011 10:10 PM    Msg. 3 of 10       
Ok... the second one dont work for me... ¿Can you explain me please more about the first one?


Zulu246
Joined: Jun 30, 2011

-Scripter, Map-Maker, Pro-


Posted: Aug 4, 2011 02:58 AM    Msg. 4 of 10       
The first one Lone Wolf explained is by using scripts which for a sound would be
(sound_impulse_start sound-directory none 1)
Edited by Zulu246 on Aug 4, 2011 at 12:00 PM


Lone Warrior
Joined: Dec 14, 2008

-Himalayan Wizard and Mystical Guru of the Mts.-


Posted: Aug 4, 2011 06:47 AM    Msg. 5 of 10       
Quote: --- Original message by: Georgespartan01
Ok... the second one dont work for me... ¿Can you explain me please more about the first one?


For the first method, it's listed as above. But the problem is, since it's a sound_impulse it will only loop once. Just add the script from Zulu to your halo script file, and compile it into your map, and it will work.

As for the second method, this is how it's done:

When you open Sapien, and it has the normal list of boxes for AI/Scenery and such. At the very bottom there should be something called Cluster Properties. From there you open the Palettes Folder, then Background Sound Palette. Once that's selected, you can either add your own Background Sound, or modify an existing one if there is one already present. (Most stock maps will already have a background sound.)

If you choose to edit the Background sound already there, then look to the right of the Hierarchy View, and there should be a name present, for example if you open timberland, and look at that it has a Background Sound named: "timberland_background". Once you select the Named Background Sound in the right of the Hierarchy View the Properties Palette should show the same name and the background sound it uses. If you're modifying the background sound, then simply click the box with the '...' in it, and navigate to your sound_looping file, and use that. You'll know it's working when the directory where your file is appears in the box left of the '...'

The second method is to make your own Background Sound. As mentioned earlier you have to edit your portals if you're using a custom map in order for this to work. You may also need to do so for a stock map. To make a new Background Sound, click the 'Background Sound Palette' again. Then click 'New Instance'. If there is already a background sound present, then it will normally name your new background sound the same as the original. You can change the name and sound_looping file used by modifying the boxes in the Properties Palette.

Hope it's a bit more in-depth and that it helps :)

Edited by Lone Warrior on Aug 4, 2011 at 06:50 AM


Georgespartan01
Joined: Nov 1, 2010


Posted: Aug 4, 2011 05:38 PM    Msg. 6 of 10       
I used the zulu script but... when I click on "compile scripts" it says.

"This is not a reference to a sound tag"


afD2345
Joined: Apr 2, 2011


Posted: Aug 5, 2011 02:54 AM    Msg. 7 of 10       
make sure that your script is something like this :
(script startup test_test
(begin
(sound_impulse_start sound\music\test\test none 1)
)
)
Edited by afD2345 on Aug 5, 2011 at 02:59 AM


Georgespartan01
Joined: Nov 1, 2010


Posted: Aug 5, 2011 09:08 AM    Msg. 8 of 10       
It says that is not a reference tag
Edited by Georgespartan01 on Aug 5, 2011 at 09:08 AM


Georgespartan01
Joined: Nov 1, 2010


Posted: Aug 5, 2011 11:59 AM    Msg. 9 of 10       
It worked!! :) But... the problem its how I can make it stop, because its a firefight map and I Think that i can´t use the "sound_looping_stop" syntax
Edited by Georgespartan01 on Aug 5, 2011 at 12:03 PM


Georgespartan01
Joined: Nov 1, 2010


Posted: Aug 5, 2011 01:23 PM    Msg. 10 of 10       
Thanks... but heres another problem, my sound tag is splited in 22 permutations, the game only play the first permutation.

 

 
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