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PauseAllSounds();//stops music
locations[FindLocation("wr_church_outside")].type = "silent_jungle";// new temp sound type
PostEvent("LoadSceneSound", 0.1);//starts music
PauseAllSounds();
locations[FindLocation("wr_church_outside")].type = "Vane_jungle";//default sound type
PostEvent("LoadSceneSound", 0.1);
ref tmpref; makeref(tmpref, Music_Alias);
tmpref.music_day_sailing.f1.name = "MUSIC\Mare Nostrum.ogg";
tmpref.music_day_sailing.f2.name = "MUSIC\Mare Nostrum.ogg";
tmpref.music_day_sailing.f3.name = "MUSIC\Mare Nostrum.ogg";
tmpref.music_day_sailing.f4.name = "MUSIC\Mare Nostrum.ogg";
No, that's what I tried first. I don't think sea locations such as "Cuba" respond to the "type" attribute. It does work on land, which is how I've currently set the end theme to play as soon as you leave the town hall.This is how I change music temporary in a location I'm already in.
Code:PauseAllSounds();//stops music locations[FindLocation("wr_church_outside")].type = "silent_jungle";// new temp sound type PostEvent("LoadSceneSound", 0.1);//starts music
changing back to original would be about the same but
Code:PauseAllSounds(); locations[FindLocation("wr_church_outside")].type = "Vane_jungle";//default sound type PostEvent("LoadSceneSound", 0.1);
I don't know if you can translate this to the sailing situation.
PauseAllSounds();
FadeOutMusic(150);
PlaystereoOGG("music_emerge_dutchman");
//FadeOutMusic(500);
if (!bDisableMapEnter) PostEvent("LoadSceneSound", 110000);
else PostEvent("LoadSceneSound", 41500);
They're a delay time in milliseconds.What do the numbers in the 'PostEvent' lines mean?
I honestly don't remember and was wondering the same thing. :keVWhy the distinction between whether or not 'DisableMapEnter' is in effect?
SEA: sealogin loading island Cuba
SEA: added pchar to sea
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'Santiago Fort' has spotted us at 572.45, but is not interested as we are not hostile
FLAGS: The 'Anunciación' has spotted us at 863.92, but is not interested as we are not hostile
PauseAllSounds
Quest name finale_end_theme FOUND in QuestComplete
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
Have you tried increasing the number on this line?It doesn't work, anyway. Even with that code in place, background music still plays.
FadeOutMusic(150);
Simplest explanation: 'SendMessage' tells the game engine to do something.Yes, while trying to find out exactly what 'FadeOutMusic' does. I couldn't figure out what it does because it eventually ends up at a 'SendMessage' command, and I've no idea how those work.
I think there is code in sound.c that actually plays the sea music; that is also where the day/night difference is handled.So I'm back to trying a bunch of commands to store the values of the current "tmpref.music_day_sailing.f*.name" attributes, set the attributes all to "Silence.ogg", and play my end theme. A further quest, triggered by "MapEnter", can put the attributes back from wherever I stored them.
You'll have to post a link to the relevant post.I was interested in a post created by a certain @chri "how to create nation, add music and create a new quest-book?" The part of this post is that of kraken, to add the effect music as soon as the kraken evokes. But the two files modified by @Pieter Boelen do not work for me ...