Map music overwrites monster music - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html) +--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html) +---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html) +---- Thread: Map music overwrites monster music (/thread-19444.html) |
Map music overwrites monster music - Saitoshiba - 12-05-2012 Hello, can anybody help me? It's been a week or more that I can't really find the answer to this problem, I play the music of the map and when the monster is activated his music simply won't play, he tries to find me while I am hiding and the map music keeps playing like nothing happened. Also, when I could play the music of the monster the main music didn't go back, I mean, didn't resume to where it was. Don't know if will help but: void OnStart() { AddEntityCollideCallback("Player","ScriptArea_7","FirstMusic",true,1); AddEntityCollideCallback("Player","ScriptArea_4","SecondMonster",true,1); SetEntityPlayerInteractCallback("note_generic_1","FirstMusic",true); } void OnEnter() { } void OnLeave() { } void FirstMusic(string &in asEntity) { PlayMusic("03_amb.ogg",true,1.0,0,3.0,false); } void SecondMonster(string &in parent, string &in child, int state) { GiveSanityDamage(10,true); SetEntityActive("servant_grunt_1",true); AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_9",0,"Iddle"); AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_10",0,"Iddle"); AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_11",0,"Iddle"); AddEnemyPatrolNode("servant_grunt_1","PathNodeArea_12",0,"Iddle"); AddEntityCollideCallback("servant_grunt_1","FadeSmoke","FadeSmoke",false,1); } //Deactivate the second monster void FadeSmoke(string &in parent, string &in child, int state) { FadeEnemyToSmoke("servant_grunt_1",false); } The ScriptArea_7 is only a collision of the player when he comes back to this map. RE: Map music overwrites monster music - FlawlessHappiness - 12-05-2012 When you activate the monster, just use the line: StopMusic(1, 3); RE: Map music overwrites monster music - Ongka - 12-05-2012 Check if you're using the original grunt file and open the game.cfg (located in redist/config/) and look for TerrorSound = It should look like this: Code: TerrorSound = "ui_terror_meter.ogg" RE: Map music overwrites monster music - Mackiiboy - 12-05-2012 Your game music priority is too high, it is higher than the monsters music, and therefore you'll just hear the game music. If I remember right, I think the monsters music priority is 1.0. You are using the priority 3.0 on the game music, and will have to use <=1.0 if you do not want it to be heard when the monster spawns. Change the bold and underline-marked number: PlayMusic("03_amb.ogg",true,1.0,0,3.0,false); If you want the music to resume to where it was, you'll have to change bool abResume to true, now it is set to false. RE: Map music overwrites monster music - Saitoshiba - 12-05-2012 Thanks guys. It really helped me. Thanks to everyone. Problem solved. I knew it was only a little mistake. |