Continue music after quickload
Quote from Lpfreaky90 on November 21, 2014, 1:23 pmHey everyone,
I'm currently having a problem with custom music: it doesn't continue after loading a quicksave.
The files are Wav: 16 bit 44100Hz, kbps, stereo files.
A logic_auto starts an ambient_generic onmapspawn, that loads the following soundscript:
- Code: Select all
"music.sp_a3_concepts"
{
"channel" "CHAN_STATIC"
"soundlevel" "SNDLVL_NONE"
"volume" "0.9"
"wave" "*music/sp_a3_concepts.wav"
"soundentry_version" "2"
"operator stacks"
{
"update_stack"
{
"import_stack" "update_music_stereo"
"import_stack" "p2_update_music_play_tbeam"
"play_entry"
{
"entry_name" "music.sp_a4_tb_catch_tbin"
}
"stop_entry"
{
"match_entry" "music.sp_a4_tb_catch_tbin"
}
}}
}after messing with all possible flags on loops and stuff, I added in a cue point start and a cue point end to the wav-file. And that at least lets the tbeam stack work. But I still can't get the music to continue on a quickload
Hey everyone,
I'm currently having a problem with custom music: it doesn't continue after loading a quicksave.
The files are Wav: 16 bit 44100Hz, kbps, stereo files.
A logic_auto starts an ambient_generic onmapspawn, that loads the following soundscript:
- Code: Select all
"music.sp_a3_concepts"
{
"channel" "CHAN_STATIC"
"soundlevel" "SNDLVL_NONE"
"volume" "0.9"
"wave" "*music/sp_a3_concepts.wav"
"soundentry_version" "2"
"operator stacks"
{
"update_stack"
{
"import_stack" "update_music_stereo"
"import_stack" "p2_update_music_play_tbeam"
"play_entry"
{
"entry_name" "music.sp_a4_tb_catch_tbin"
}
"stop_entry"
{
"match_entry" "music.sp_a4_tb_catch_tbin"
}
}}
}
after messing with all possible flags on loops and stuff, I added in a cue point start and a cue point end to the wav-file. And that at least lets the tbeam stack work. But I still can't get the music to continue on a quickload
Quote from josepezdj on November 21, 2014, 2:44 pmHey Ann!
I think your problem is the ambient_generic: try unchecking the "Is NOT looped" flag.
Hey Ann!
I think your problem is the ambient_generic: try unchecking the "Is NOT looped" flag.
Quote from Lpfreaky90 on November 21, 2014, 11:20 pmjosepezdj wrote:Hey Ann!I think your problem is the ambient_generic: try unchecking the "Is NOT looped" flag.
That is already the case
EDIT: I copied over an ambient generic from the game, (music.sp_a2_trust_fling_b2) from trust fling.
This worked fine, changed the sound to one of mine, doesn't work anymore.
I think your problem is the ambient_generic: try unchecking the "Is NOT looped" flag.
That is already the case
EDIT: I copied over an ambient generic from the game, (music.sp_a2_trust_fling_b2) from trust fling.
This worked fine, changed the sound to one of mine, doesn't work anymore.
Quote from Lpfreaky90 on November 22, 2014, 4:26 amthe problem has been solved, it was the soundscript, something was wrong there, no idea what, but this works:
- Code: Select all
"music.sp_a3_concepts"
{
"channel" "CHAN_STATIC"
"soundlevel" "SNDLVL_NONE"
"volume" "0.9""wave" "*music/sp_a3_concepts.wav"
"soundentry_version" "2"
"operator_stacks"
{
"update_stack"
{
"import_stack" "update_music_stereo"
"import_stack" "p2_update_music_play_tbeam"
"play_entry"
{
"entry_name" "music.sp_a4_tb_intro_tbin"
}
"stop_entry"
{
"match_entry" "music.sp_a4_tb_intro_tbin"
}
}
}
}
the problem has been solved, it was the soundscript, something was wrong there, no idea what, but this works:
- Code: Select all
"music.sp_a3_concepts"
{
"channel" "CHAN_STATIC"
"soundlevel" "SNDLVL_NONE"
"volume" "0.9""wave" "*music/sp_a3_concepts.wav"
"soundentry_version" "2"
"operator_stacks"
{
"update_stack"
{
"import_stack" "update_music_stereo"
"import_stack" "p2_update_music_play_tbeam"
"play_entry"
{
"entry_name" "music.sp_a4_tb_intro_tbin"
}
"stop_entry"
{
"match_entry" "music.sp_a4_tb_intro_tbin"
}
}
}
}
Quote from RustyDios on November 22, 2014, 9:27 amThe first one is missing an _ (underscore) in the "operator_stacks" line.... hope that helps point out what was wrong...
The first one is missing an _ (underscore) in the "operator_stacks" line.... hope that helps point out what was wrong...
Quote from Lpfreaky90 on November 22, 2014, 12:33 pmRustyDios wrote:The first one is missing an _ (underscore) in the "operator_stacks" line.... hope that helps point out what was wrong...
I feel stupid!
But thanks for pointing that out! Means that it was something slightly less obnoxious than I thought!
I feel stupid!
But thanks for pointing that out! Means that it was something slightly less obnoxious than I thought!