Several music tracks on 1 level

Need help running G/Q/ZDoom/ECWolf/Zandronum/3DGE/EDuke32/Raze? Did your computer break? Ask here.

Moderator: GZDoom Developers

Forum rules
Contrary to popular belief, we are not all-knowing-all-seeing magical beings!

If you want help you're going to have to provide lots of info. Like what is your hardware, what is your operating system, what version of GZDoom/LZDoom/whatever you're using, what mods you're loading, how you're loading it, what you've already tried for fixing the problem, and anything else that is even remotely relevant to the problem.

We can't magically figure out what it is if you're going to be vague, and if we feel like you're just wasting our time with guessing games we will act like that's what you're really doing and won't help you.
Post Reply
User avatar
Bratish
Posts: 98
Joined: Tue Jul 23, 2019 4:24 pm
Graphics Processor: ATI/AMD (Legacy GZDoom)

Several music tracks on 1 level

Post by Bratish »

Sorry if the question is too simple, I’m just a green beginner in coding, I mainly understand the visual part, and therefore I ask such things.

I am making a mod for GZDoom 2.0.03 (this is important), and not only that .ipk3 needs to be done, it needs to add several new functions to it - radio, ability to hide from monsters, etc. But this is still a long way off (although it would be better to do an independent .pk3 from the very beginning), and therefore I will ask for an answer on how to make different music on the same level, and is it possible to do it on the version 2.0.03 of GZDoom.

P.S. Neither SLADE nor the DoomBuilder work for me, there are only SlumpED and Eureka.
User avatar
Enjay
 
 
Posts: 27145
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Several music tracks on 1 level

Post by Enjay »

Do you just want to change the music interactively during the gameplay? e.g. at the start of a boss fight or something? if so, it can be done with [wiki]SetMusic[/wiki] in an ACS script. It's been possible for a long time. GZDoom 2.0.03 will be fine.
User avatar
Bratish
Posts: 98
Joined: Tue Jul 23, 2019 4:24 pm
Graphics Processor: ATI/AMD (Legacy GZDoom)

Re: Several music tracks on 1 level

Post by Bratish »

I think me need something like what happened in Doom 3, when different ambient sounded in different sectors. It will play well on the player’s nerves, like in Silent Hill, where different ambient sounds in different rooms on the same location, and since I am doing a project in this genre, this would be a very useful feature.
User avatar
Enjay
 
 
Posts: 27145
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland
Contact:

Re: Several music tracks on 1 level

Post by Enjay »

In that case, you could make your ambient tracks just be ambient sounds and place them around the map as you would any other ambient sound. The major disadvantage there would be that they would not respond to the player changing their music volume levels because the music would just be part of the level sound and not the music system. However, if they are mostly ambience/background type of tracks, then maybe that would be OK.

Another option would be to trigger mucic changes via ACS as you move around the map, triggering line actions as you go. The disadvantage here would be that the music changes would tend to be abrupt. I don't know if it's possible to make them a bit more subtle - perhaps fading out one music track before starting another - because it's a long time since I looked at the details. It used to be the case that there wasn't much control over music volumes/fades etc via ACS but perhaps that has changed?
Post Reply

Return to “Technical Issues”