What I have is custom music that starts at the beginning of a map even though it's not triggered yet and it doesn't have the flag ticked. It also stops completely when I come out of a funnel. I have another map that the music is triggered but doesn't start at all.
Another Custom Music Problem
What I have is custom music that starts at the beginning of a map even though it's not triggered yet and it doesn't have the flag ticked. It also stops completely when I come out of a funnel. I have another map that the music is triggered but doesn't start at all.
yishbarr wrote:
What I have is custom music that starts at the beginning of a map even though it's not triggered yet and it doesn't have the flag ticked
What flag is not ticked? You should indeed tick "Start Silent" so it doesn't start automatically.... again, if you have an ambient_generic
yishbarr wrote:
It also stops completely when I come out of a funnel.
This is normal... Greykarel found out that if you place your custom music file under your sound/vo/ folder, it doesn't stop after you've entered a funnel
If you can't manage to find the causes for your issues, try turning developer mode to 2 in order to check out what I/O are taking place when you load your map and which ones are not. This console command:
developer 2
But did you take a look to the I/O console messages when turning developer mode to 2? this is very useful, you can check EVERY internal input/output and see what is triggering the sounds or where exactly your I/O chain is failing (being interrupted) for those that aren't being triggered.
I looked at the developer 2 as I said, the output worked but nothing happened.
map.7zyishbarr wrote:
it also stops completely when I come out of a funnel. I have another map that the music is triggered but doesn't start at all.
I have this problem with one of my maps as well, I solved it by having a logic_timer trigger itself, and the ambient_generic's volume to 10 every 3 seconds, so the music starts as soon as you leave the funnel
.
Tmast98 wrote:
yishbarr wrote:it also stops completely when I come out of a funnel. I have another map that the music is triggered but doesn't start at all.
I have this problem with one of my maps as well, I solved it by having a logic_timer trigger itself, and the ambient_generic's volume to 10 every 3 seconds, so the music starts as soon as you leave the funnel
.
Yes, I tried that, but the music starts over.
I don't understand your issue: your custom music (vo/bpmusic/simply think.mp3) is triggered by a trigger_multiple (which btw should be a trigger_once
) that there's at the 2nd door entry, and the music plays fine. If you erase that output, the music won't play... that's all.
What was the other issue? that sound that you couldn't play?
yishbarr wrote:
You installed the textures? I thought you (or me) could have just replaced them...
I didn't install them, most of the map was whitish, but you can't finish compiling if there are missing instances
So I had to grab Skotty's bumbbleball stuffs, replace your edited elevator instances and one for the button frame...
I am unsure about if you really understood the developer mode advise, because yuo would have seen your I/O immediately, so let me explain it a little bit better:
- Run the game
- Open the console and enter this command:
developer 2
- Load your map
What you got is that you will be able now to see (at the top left side of your screen) all messages for the inputs / outputs happening in your map. If you miss any, don't worry, you can check them calmly in your console too (and scroll up/down). If you read them all, you'll easily identify when is the custom ambient_generic called "music" and which entity was the one that triggered it. Or find if a any other sound was actually triggered or not, and what was the last effective output in the I/O chain, ok?
[Sound] S_StartSound(): Failed to load sound 'vo\bpmusic\simply think.mp3'. Can't create mixer."
And for the funnel map, the music still stops when entering and exiting the funnel even though it's put into the vo folder.
Oh, and I have my music in .wav not .mp3. This way it can be looped automaticaly.

And found that problem is caused by the file name. Renaming it to "Simply.mp3" has fixed the issue. So it seems like the engine doesn't like spaces in file names.
Offtop: do you skybox and env_sun works ok?
Edit: Still can't create mixer.
EDIT: snd_rebuildaudiocache also seems to work, if you type that in the console. (though I have not tested it)
(Granted anyone sees this)