Continue music after quickload
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:
"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 
I think your problem is the ambient_generic: try unchecking the "Is NOT looped" flag.
josepezdj 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.
the problem has been solved, it was the soundscript, something was wrong there, no idea what, but this works:
"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"
}
}
}
}
RustyDios 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!