BEEmod / BEE2-items

Standard Items for the BEE2.4
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Trying to change music to custom music. #1528

Closed Nazkas2 closed 4 years ago

Nazkas2 commented 7 years ago

I have my map almost finished in bee2.4, but now I want to change the default music (the one I have chosen on Bee2.4) to custom music but, when I open it in Hammer, I cant find the ambient_generic entity that plays the global music. Which instance contains this entity?

My hammer level is not very high, I've only made a couple of csgo maps

TheDarkBomber commented 7 years ago

Are you exporting via puzzlemaker_export? If you are, then that might be the problem.

vrad-exe commented 7 years ago

Yes, puzzlemaker_export doesn't work with BEE2 maps - things like styles, vactubes, and music will be missing. You want to edit sdk_content/maps/styled/preview.vmf. Make sure you set the spawn point to Elevator and Restart When Reaching Exit to off, otherwise those options will stay on while publishing. Of course you could already be doing that, and writing this was all a waste of time :P

So you just use ambient_generic for music? (I'm working on a hammer map right now, and I want to add music to it.)

Nazkas2 commented 7 years ago

All I wanted to do was to find the ambient_generic and change the music it plays keeping the settings, since I dont know how to create a ambient_generic that plays music in the whole map, and not in a radial way.

vrad-exe commented 7 years ago

As far as I know, there's no way to play a sound throughout the whole map. The ambient_generic is probably parented to the player.

vrad-exe commented 7 years ago

If you're making custom music, you should really create a custom BEE2 package with the music in it. That way you won't have to edit in Hammer to change it. Also see WASP.

TeamSpen210 commented 7 years ago

It's a flag on the entity. The music ambient_generic is near the entry elevator, not in the instance (in the actual map).

Konclan commented 7 years ago

I would like a tutorial on how to change the music in a peti or beemod export if anyone can provide

Nazkas2 commented 7 years ago

It's a flag on the entity. The music ambient_generic is near the entry elevator, not in the instance (in the actual map).

When I open my map on Hammer, all I can see is the part I have built, and 3 instances: elevator_entrance, elevator_exit and arrival_departure_transition_ents. I can't see it in any of these.

If you're making custom music, you should really create a custom BEE2 package with the music in it. That way you won't have to edit in Hammer to change it. Also see WASP.

I'm supposed to know how this WASP works? Anyway I'll ask some help from my brother.

TheDarkBomber commented 7 years ago

I'm creating WASP. Chances are your brother won't know anything about it.

Byzarru commented 7 years ago

If you want to add custom music in BEE, just make a copy of the p1music package and replace the p1 tracks with your own. Make sure to edit info.txt.

Nazkas2 commented 7 years ago

If you want to add custom music in BEE, just make a copy of the p1music package and replace the p1 tracks with your own. Make sure to edit info.txt.

Okay, I took the p1music package and I went to the file where the actual mp3 music is located, I pasted the custom song and, instead of editing the info.txt, I just renamed it like one of the songs that were already there. The song plays on my map, but there are two problems:

TeamSpen210 commented 7 years ago

You need to edit info.txt. For the mp3s, it needs to know the length of the song. That's also where you set the filenames for the audio. Unzip the zip to a folder, then edit info.txt and change the names.

Byzarru commented 7 years ago

Is there a major difference between the PR23 and PR24 code?

TeamSpen210 commented 7 years ago

Pretty much every release I've changed a fair bit. I added a new system for items, so they can partially reuse configurations from other styles. That would cause crashes if earlier versions loaded the new packages. There's also new code for the coop droppers, cube colourisers, and the splash screen.

Nazkas2 commented 7 years ago

-The song does not play in loop, once it ends, everything is silent. -When you interact with the gels and other things, they play the sounds assigned to the song that you have replaced (I will try what happens when replacing a song that does not have Propulsion Gel SFX, Repulsion Gel SFX, Excursion Funnel Music or Synced Funnel Music).

Ok, I do not have any programming skills (except for a subject I had in college), but this is what I did to fix it: I went to the info.txt file and eddited all the lanes relating to those SFX, so I left it like this:

"tBeam" "" "BounceGel" { "snd" "" "snd" "" "snd" "" "snd" "" "snd" "" } "SpeedGel" { "snd" "" "snd" "" "snd" "" "snd" "" } } }

And now it wont play any sound when you are using gels or funnels. Here is the result: http://steamcommunity.com/sharedfiles/filedetails/?id=856056252

TeamSpen210 commented 7 years ago

Just remove those sections...

Actually remove that block, and just have "SoundScript" "file/path".