dylbill Posted July 1, 2021 Share Posted July 1, 2021 No problem, hopefully you can get it working :) Link to comment Share on other sites More sharing options...
Laerithryn Posted July 2, 2021 Author Share Posted July 2, 2021 I am not having any luck Dybill. The following are my settings/entries and I can't seem to find where I'm screwing up. In-game I get the debug notification about entering the trigger, followed by something about volume set to .80000000. I placed 1 sound marker for MyCustomMusic, and 1 sound marker for combat MyCustomCombatMus, loaded a new game and I hear the MyCustomMusic just fine, but as I near the trigger I hear MyCustomCombatMusic already playing and then when I do enter the trigger and enter into combat I get the default vanilla combat music on top of MyCustomCombatMusic that was already playing. It's like the muting part of the vanilla isn't working for some reason. And why MyCustomCombatMusic is already playing before entering into combat has me confused as well. I'm lost. The Properties filled out: AudioCategoryMUS (AudioCategoryMUS) DetectCombatAbility (DetectCombatAbilitySpell) MyAudioCategoryMUS (AudioCategoryMUS_Taarakian) MyCustomCombatMus (Custom combat music (sound markers)) MUS_Custom_HeavyMetal_HeavyMetal MUS_Custom_HeavyMetal_Prefabricated MUS_Custom_HeavyMetal_RadarRider MUS_Custom_HeavyMetal_TheMobRules MyCustomCombatMusicLengths 192.000000 161.000000 228.000000 172.000000 MyCustomMusic MUS_Custom_DungeonIce01 MUS_Custom_DungeonIce02 MyCustomMusicLengths 135.000000 118.000000 PlayerRef PlayerRef ('Player' ) My Entries: SOUND CATEGORIES AudioCategoryMUS_Taarakian _AudioCategoryMaster (gray pulldown menu entry - ???) AudioCategoryMUS_Taarakian_Combat _AudioCategoryMaster (gray pulldown menu entry - ???) SOUND DESCRIPTORS MUS_Custom_Combat_HeavyMetal (Category: AudioCategoryMUS_Taarakian_Combat ) HEAVY METAL_The_Mob_Rules_Black_Sabbath.wav HEAVY METAL_Riggs_Radar_Rider.wav HEAVY METAL_Sammy_Hagar.wav HEAVY METAL_Prefabricated_Trust.wav MUS_Custom_DungeonIce (Category: AudioCategoryMUS_Taarakian) mus_dungeon_ice_01.wav mus_dungeon_ice_02.wav SOUND MARKERS MUS_Custom_DungeonIce01 MUS_Custom_DungeonIce02 MUS_Custom_HeavyMetal_HeavyMetal MUS_Custom_HeavyMetal_Prefabricated MUS_Custom_HeavyMetal_RadarRider MUS_Custom_HeavyMetal_TheMobRules Link to comment Share on other sites More sharing options...
dylbill Posted July 2, 2021 Share Posted July 2, 2021 Don't actually place the sound markers in the creation kit render window. You just need the sound marker base forms in the arrays. If you're still hearing the vanilla music, it means the script didn't mute the vanilla music. After entering your triggerbox, go to settings / audio and the music setting should be all the way to the left, (muted.) When starting combat you should get a "Playing custom combat music" notification. If not, you might not have set up the detectCombatAbilitySpell correctly, or not filled the properties in the magic effect script. Link to comment Share on other sites More sharing options...
ReDragon2013 Posted July 2, 2021 Share Posted July 2, 2021 (edited) dylbill [Posted 29 June 2021 - 09:55 PM]Adjust the suggested script as follow: Event OnTriggerEnter(ObjectReference akActionRef) ;Debug.Notification("Trigger Enter") If akActionRef == PlayerRef debug.notification("Player entered trigger box.") GoToState("InTriggerBox") ;we are in the trigger box. Go to state that detects when we leave the trigger box. MusicVolume = Utility.GetIniFloat("fVal2:AudioMenu") ;get current volume that user has set music to debug.notification("MusicVolume = " + MusicVolume) If MusicVolume < 0.0 MusicVolume = 0.0 Endif ;manually fade out vanilla music Float MusicFade = MusicVolume ;use local variable to fade out vanilla music While MusicFade > 0.0 MusicFade -= 0.1 ;subtract 0.01 from musicFade If MusicFade < 0.0 ;limit, music fade cannot go below 0 MusicFade = 0.0 Endif AudioCategoryMUS.SetVolume(MusicFade) ;set vanilla music volume to value of musicFade EndWhile AudioCategoryMUS.SetVolume(0.0) ;mute vanilla music MyAudioCategoryMUS.SetVolume(MusicVolume) ;set volume of our custom music category to that of the user music audio setting If PlayerRef.IsInCombat() == false ;if the player is not in combat PlayCustomMusic() ;play a normal custom music track Else ; ### add PlayerRef.AddSpell(DetectCombatAbility, false) ;if player is in combat, this spell will play a combat music track. Endif ; ### add RegisterForMenu("Journal Menu") ;Use OnMenuClose to detect if user changed the music volume setting. Endif EndEvent Event OnTriggerLeave(ObjectReference akActionRef) If akActionRef == PlayerRef debug.notification("Player left trigger box.") GoToState("Waiting") ;go back to waiting state that listens for when we enter the trigger box. PlayerRef.RemoveSpell(DetectCombatAbility) UnregisterForUpdate() FadeOutMusic(MyMusicID) ;current music playing fades out ;manually fade in vanilla music Float MusicFade = 0.0 While MusicFade < MusicVolume ; ### change MusicFade += 0.01 ;add 0.01 to MusicFade ;;; If MusicFade > MusicVolume ;MusicFade cannot go above MusicVolume ;;; MusicFade = MusicVolume ;;; Endif AudioCategoryMUS.SetVolume(MusicFade) ;Set vanilla music volume to value of MusicFade EndWhile AudioCategoryMUS.SetVolume(MusicVolume) ;Set vanilla music volume to what it was before entering trigger box. UnregisterForMenu("Journal Menu") EndIf EndEvent Edited July 2, 2021 by ReDragon2013 Link to comment Share on other sites More sharing options...
dylbill Posted July 2, 2021 Share Posted July 2, 2021 @ReDragon. The spell is necessary whether you're in combat when entering the trigger box or not. The spell detects when you enter or leave combat while in the trigger box. If you don't have the spell, combat music would continue to play even after combat ended. Link to comment Share on other sites More sharing options...
Laerithryn Posted July 2, 2021 Author Share Posted July 2, 2021 The 3 Debug notifications do show when entering the trigger, but I only get default vanilla combat music still.Also, I removed the two sound markers you stated do not need to be in the cell/trigger. Checked the Magic Effect, this is what I have:MAGIC EFFECT ID: DetectCombatAbility Name: Detect Combat Ability Effect Archtype: Value Modifier Casting Type:: Constant Effect Delivery: Self Magic Skill: None Minimum Skill Level: 0 Assoc. Item 1: NoneTARGET CONDITIONS Condition Item Condition Function: IsInCombat Parameters (Use Aliases): 1 Comparison: == Value: 1.0000 Run On: Player Condition Item Condition Function: GetInSameCell Parameters (Use Aliases): Reference: 'defaultActivateSelfTRIG' Comparison: == Value: 1.0000 Run On: Player PAPYRUS SCRIPT DetectCombatAbilityScript Property: TriggerScriptSettings: Cell: 00_IceTunnelUpper Refernce: defaultActivateSelfTRIG Scriptname DetectCombatAbilityScript extends ActiveMagicEffect ;courtesy of Dylbill on the Nexus Forums ;magic effect has the condition IsInCombat == 1 run on the player MyCombatMus01 Property TriggerScript Auto ;script attached to trigger box. ;when filling in the CK, choose the cell the trigger box is in and the trigger box reference. Event OnEffectStart(Actor akTarget, Actor akCaster) ;effect starts when player enters combat TriggerScript.PlayCustomCombatMusic() EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) ;effect ends when player leaves combat TriggerScript.PlayCustomMusic() EndEvent GAME AUDIO SETTINGS AFTER ENTERING TRIGGER BOX(don't know why there are 3 Music) MASTER: 100 % EFFECTS: 100 % FOOTSTEPS: 75 % VOICE: 75 % MUSIC: 100 % MUSIC: 75 % MUSIC: 50 %Excuse all the friggin A's in this edit it's the phone app adding crap on edit. Link to comment Share on other sites More sharing options...
dylbill Posted July 2, 2021 Share Posted July 2, 2021 For your custom music category, make sure the Should Appear On Menu box is unchecked. Again, when you enter the triggerbox, music should be set to 0. If it's not, it's possible the AudioCategoryMUS wasn't filled in the script. Link to comment Share on other sites More sharing options...
Laerithryn Posted July 2, 2021 Author Share Posted July 2, 2021 Still the same after varifiying. I get the 3 Debug notifications while entering the trigger but then default vanilla combat music plays. Also noted the 3 music entries in the audio settings menu have disappeared completely. Removed / unchecked the box for "Should Appear on Menu" for all of the Categories used in this script, hope thats right? Also don't understand the gray pull-down menu below the Name and ID fields of the Sound Category window. I've put them all to NONE. My Entries for the Properties of the MyCombatMus01 Script: AudioCategoryMUS = AudioCategoryMUS DetectCombatAbility = DetectCombatAbilitySpell MyAudioCategoryMUS = AudioCategoryMUS_Taarakian MyCustomCombatMusic : MUS_Custom_HeavyMetal_TheMobRules MUS_Custom_HeavyMetal_RadarRider MUS_Custom_HeavyMetal_HeavyMetal MUS_Custom_HeavyMetal_Prefabricator MyCustomCombatMusicLengths: 192.000000 161.000000 228.000000 172.000000 MyCustomMusic: MUS_Custom_DugeonIce01 MUS_Custom_DugeonIce02 MyCustomMusicLengths: 135.000000 118.000000 PlayerRef = PlayerRef Question: For my Sound Descriptors, I currently only have two. One for MyCustomMusic with a list of two wave files and for MyCustomCombatMusic it has two files listed. Would it be better to separate the wav files into their own Descriptors or just keep is. Also noted: Was I supposed to create/make a Sound Descriptor for AudioCategoryMUS as I see that is missing as well as any Sound Markers for it? Link to comment Share on other sites More sharing options...
maxarturo Posted July 2, 2021 Share Posted July 2, 2021 I've always supported modders with every possible way, but right now there is a more serious issue unfolding. Nexus is violating our "Intellectual Property", and we all need to become one !!!. https://www.nexusmods.com/news/14538 Link to comment Share on other sites More sharing options...
dylbill Posted July 2, 2021 Share Posted July 2, 2021 @maxarturo, yes I've been reading what's going on. I'm disappointed Nexus is curating to collection (mod pack) makers rather than mod makers. They're essentially removing our right to control our own works, and seeing as so many of the author's with the bigger mods are pulling out, it's a sad time for the community. I haven't decided yet whether or not to Nuke my mods, but I probably won't be posting any new ones here. I'll still try to help modders when I can though. @Laerithryn. Back to the topic at hand. I would use a different sound descriptor for each wav file, unless the wav files are the same length. If the 3 music settings disappeared, it might mean you unchecked the Should Appear on Menu box from AudioCategoryMUS. If you're still hearing vanilla music, it means AudioCategoryMUS wasn't muted in the script. I'm not sure why it's not working for you, cause as I said I tested it and it was working fine for me. Link to comment Share on other sites More sharing options...
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