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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE Technical / Map Design »problems with music in maps

Author Topic: problems with music in maps (7 messages, Page 1 of 1)
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kinpat
Joined: Apr 22, 2014

:D


Posted: Jul 8, 2014 11:52 AM    Msg. 1 of 7       
how can I prevent my music from stopping and starting again in the middle of the song when there's lots of thing happening in my map? For example if a lot of ai shoot near me, the song will stop and start again... Any ways to fix this?


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 8, 2014 01:16 PM    Msg. 2 of 7       
Quote: --- Original message by: kinpat
how can I prevent my music from stopping and starting again in the middle of the song when there's lots of thing happening in my map? For example if a lot of ai shoot near me, the song will stop and start again... Any ways to fix this?


How is the song being played. I.e is it a sound looping tag? Which emits from some invisible scenery?


kinpat
Joined: Apr 22, 2014

:D


Posted: Jul 8, 2014 01:57 PM    Msg. 3 of 7       
In my case its a sound_looping tag that emits from the player. Have also tried playing the song from normal sound tag (not loop) but that didnt work either.

Edit: tried to emit the music for example from some scenery, same results.
Edited by kinpat on Jul 8, 2014 at 03:38 PM


nihao123456ftw
Joined: Mar 24, 2012


Posted: Jul 9, 2014 07:31 AM    Msg. 4 of 7       
for some reason halo does not like music compiled as wav format. You should only use ogg format.

"tool sounds [directory] ogg 1"

you may need to install this first http://hce.halomaps.org/index.cfm?fid=1632


kinpat
Joined: Apr 22, 2014

:D


Posted: Jul 9, 2014 10:05 AM    Msg. 5 of 7       
Well I have always done it that way. But I just fixed it by changing the .sound tag's type to "game event" instead of setting it to "music" (not my idea, taken from firefight descent), and that way the music doesn't stop every 30 seconds. Only problem is that I cant control the music's volume from settings menu, but I think that I'll figure out an another way.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 12, 2014 12:08 PM    Msg. 6 of 7       
Quote: --- Original message by: kinpat
Well I have always done it that way. But I just fixed it by changing the .sound tag's type to "game event" instead of setting it to "music" (not my idea, taken from firefight descent), and that way the music doesn't stop every 30 seconds. Only problem is that I cant control the music's volume from settings menu, but I think that I'll figure out an another way.


I tried, setting a piece of scenery to emit a 1 min 30 sec song and it worked for me, it played over any environment sounds.


Super Flanker
Joined: Oct 5, 2012

The length of your life depends on my aim.


Posted: Jul 18, 2014 10:00 AM    Msg. 7 of 7       
Quote: --- Original message by: sparky
The game's sound engine, DirectSound, is very finicky with .ogg sounds. It can play multiple xbox adpcm encoded sounds at the same time, but if you stack multiple .ogg sounds at the same time, it cuts them off short. For example, if you were to give your spartan character footstep sounds in OGG Vorbis format, it would interrupt any background sounds or music playing in OGG Vorbis format.

The best approach is to make as many sounds as possible in Xbox ADPCM format, and have only the background environmental sounds in ogg vorbis.


~Helpful Poster~

 

 
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