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Mid-level music change


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I've played a handful of wads, at least under 10 that I know that there's been mid-level music changes with midis.

 

With this in mind I do have a question. 

Would it be possible to do something kind of like how mick Gordon did in 2016 and doom eternal where you fight different demons. And different parts of the "song" would kick in

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This depends on target port.

 

At the lowest levels (i.e. vanilla, Boom, original MBF), there's no real way to do that.

 

Going up the ladder, about every MBF21-compatible port also handles MUSINFO, so you can use that to have the music change when the player goes through certain sectors.

 

Going further up the ladder, if using ACS, you can use LocalSetMusic which will allow you much greater control over when the music change as you don't have to rely on the player entering a sector, it can be triggered by killing a monster or any other sort of event.

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58 minutes ago, Gez said:

This depends on target port.

 

At the lowest levels (i.e. vanilla, Boom, original MBF), there's no real way to do that.

 

Going up the ladder, about every MBF21-compatible port also handles MUSINFO, so you can use that to have the music change when the player goes through certain sectors.

 

Going further up the ladder, if using ACS, you can use LocalSetMusic which will allow you much greater control over when the music change as you don't have to rely on the player entering a sector, it can be triggered by killing a monster or any other sort of event.

So with using ACS I can have it set the music after killing a monster, but is there no real way to make it start playing music when the player hits the monster intended????

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Posted (edited)

If you want the music to start playing once a specific monster is attacked, that's still possible but a bit more involved; you'll just have to implement a way to detect when the monster is attacked is all. For example, you could have something like this:

 

while (GetActorProperty(MonsterTID, APROP_Health) == GetActorProperty(MonsterTID, APROP_SpawnHealth))

   delay(5);

SetMusic("BATTLE");

 

The while loop is there to check that the monster still has all its health, the delay is there to avoid runaway execution (infinitely looping during the same tic), and once the monster stops having exactly as much health as it started with, meaning once it has received some damage, then the while loop is exited and the music is changed.

 

There's a lot of things you can do with ACS if you dig a little bit.

Edited by Gez

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45 minutes ago, Gez said:

If you want the music to start playing once a specific monster is attacked, that's still possible but a bit more involved; you'll just have to implement a way to detect when the monster is attacked is all. For example, you could have something like this:

 

while (GetActorProperty(MonsterTID, APROP_Health) == GetActorProperty(MonsterTID, APROP_SpawnHealth))

   delay(5);

SetMusic("BATTLE");

 

The while loop is there to check that the monster still has all its health, the delay is there to avoid runaway execution (infinitely looping during the same tic), and once the monster stops having exactly as much health as it started with, meaning once it has received some damage, then the while loop is exited and the music is changed.

 

There's a lot of things you can do with ACS if you dig a little bit.

Neat neat, where would the best place to start looking into stuff like this? Is there like a guide or is it embedded in say jeezy Doom builder in The help section?

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