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Use several music files in one level / map - Possible?


4everDoomed

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Greetings. 

 

I know how to change the music in a wad and I want to know if it's even possible to use two tracks in just one level. I generally like to use the A. Hodges -Soundtrack and had the idea to implement a second track for the boss level. So the music would start creepy/calmly and as soon as I reach the boss area the music changes into sth. more dramatic. Could it be a linedef or a sector that triggers the second track by surpassing it? Would also be nice if track 1 fades out smoothly first,-to avoid an abrupt change, which would probably sound horrible and unprofessionally.    

 

Has anybody experience with that kind of issue, and how difficult is it to script such event, especially with the fading out option ?

Edited by 4everDoomed

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I've got another question regarding "sounds". 

 

I'm using the following script for testing purposes: 

 

script 11 (void) // triggered by a linedef / walk over / non repeatable
 {
   ActivatorSound("baron/sight",127);
   delay(30);
   print(s:"If you heard a growl, the script worked fine");
 }

 

And yes, it worked. (I initially wrote "DSBRSSIT" , the very same sound in the DoomII.wad, but I was obviously in the wrong "language" and now I know better.)

 

But: 

 

After browsing through the sound catalogue (zdoom/sndinfo.txt) , I wanted to try out the players death sound instead.

de.png.45021a42b22c7eed886e4ddc6754618d.png

 

How do I actually have to write that info in a script now , it's confusing. 

...

ActivatorSound("$playersound*death") or the whole blue line without "DSPLDETH", with blank spaces between words or not...?

...

 

I don't get it...tried a few times though.

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41 minutes ago, 4everDoomed said:

I've got another question regarding "sounds". 

 

I'm using the following script for testing purposes: 

 

script 11 (void) // triggered by a linedef / walk over / non repeatable
 {
   ActivatorSound("baron/sight",127);
   delay(30);
   print(s:"If you heard a growl, the script worked fine");
 }

 

And yes, it worked. (I initially wrote "DSBRSSIT" , the very same sound in the DoomII.wad, but I was obviously in the wrong "language" and now I know better.)

 

But: 

 

After browsing through the sound catalogue (zdoom/sndinfo.txt) , I wanted to try out the players death sound instead.

de.png.45021a42b22c7eed886e4ddc6754618d.png

 

How do I actually have to write that info in a script now , it's confusing. 

...

ActivatorSound("$playersound*death") or the whole blue line without "DSPLDETH", with blank spaces between words or not...?

...

 

I don't get it...tried a few times though.

Scroll down to the lines that start with $playercompat.  I think that the sound names in the right column are what you should use.

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Yes, that's it. Had to use "player/male/death1" instead. 

Thanks, Empyre !

25 minutes ago, Empyre said:

Scroll down to the lines that start with $playercompat.  I think that the sound names in the right column are what you should use.

 

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