LiQuiD911 Posted January 1, 2015 Share Posted January 1, 2015 (edited) Hello! I would like to add ambient music to specific maps, in a way similar to Alien Base and Temple ship ambient music. My idea is to try streaming an upk when the map loads (I hope this works). I have noticed that the alien base map has an embedded soundcue and an Xcomtacticalsoundinfo I know how to cook a music file ,but how do I create a new upk with an instance of a class AND a soundnode? BackgroundAmbience points to an element in the upk. edit: I read about the mutators an dummy classes but I' would end up with .u script files,right? how do I get an upk?Table Index:13895Table Offset:0x000FC07ATable Size:0x00000044begin object name=XComTacticalSoundInfo class=XComTacticalSoundInfo PlayOverlayAmbience=false BackgroundAmbience=SoundCue'SoundAlienBase.AlienBaseSoundtrackCue'object end// Reference: XComTacticalSoundInfo'TheWorld.PersistentLevel.WorldInfo_16.XComMapInfo.XComTacticalSoundInfo' Edited January 1, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted January 2, 2015 Share Posted January 2, 2015 You need to create and compile corresponding XCOM sound classes. After that you will be able to use them in UDK editor. There was a topic about voice packages with examples somewhere in this forum. Link to comment Share on other sites More sharing options...
LiQuiD911 Posted January 2, 2015 Author Share Posted January 2, 2015 (edited) Thank you, I found the tutorial at page 8 of that thread. I'll post my results as soon as possible Edit: I've managed to cook an soundnodewave with an archetype but then I realized that streaming maps streams only... well maps.. other upk make the game freeze at loading. I probably got something wrong when I was testing the streams a while ago. I'm trying to cook an empty map with udk but without success for now This is shifting to the map altertions topic xD a custom empty map loads by streaming... now how do I mix the archetype content with the map? the udk doesn't allow me to add an archetype actor to the current level... it just doesn't show up and the UDK crashes from time to time Edited January 4, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
LiQuiD911 Posted January 4, 2015 Author Share Posted January 4, 2015 (edited) wghost, weren't you interested in coding new exalt mission logic with the udk? wouldn't this stream-empty map trick work? edit: I successfuly cooked a map with the needed archetypes found in real maps, however the ambient music doesn't play.. Edited January 4, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
wghost81 Posted January 4, 2015 Share Posted January 4, 2015 LiQuiD911, I was. And I'm still is. But I'm quite an unorganized person and I tend to have a hundreds of projects under development at the same time, so I just jump from one idea to another and sometimes forget to finish what I started. :smile: It doesn't play new music or it plays no music at all? I think in the same voice packages topic there were some examples of how to play custom music cues. Link to comment Share on other sites More sharing options...
LiQuiD911 Posted January 4, 2015 Author Share Posted January 4, 2015 it doesn't play my custom background ambience..At the moment I am trying to compile the stubs to import a Level volume but it's a nightmare of dependencies, missing enums and native structs declarations. If we manage to reconstruct the map objects it would be possible to make completely new missions... the problem is how to import the art assets.. but that's a problem for later. I'll let you know if i get something working.. at the moment I am struggleing to find the declaration of native struct "damage event" Link to comment Share on other sites More sharing options...
tracktwo Posted January 6, 2015 Share Posted January 6, 2015 Wow, you've been making a lot of progress. Awesome! I took a quick look to see if anything rang any bells from when I was looking at modding the other SFX and the only thing that jumped out at me was the XcomMapInfo.SoundInfoOverride variable, which is of type XComTacticalSoundInfo. The XComTacticalSoundManager class handles loading this, apparently per map. So just adding the archetype probably isn't enough, you'd need to also hook it into the MapInfo structure. I don't know exactly where that lives, I couldn't find it in the temple ship .upk in the 5 mins I spent looking. :) Link to comment Share on other sites More sharing options...
LiQuiD911 Posted January 6, 2015 Author Share Posted January 6, 2015 Thanks, I'll look for the soundinfo override. I think that the base map ignores persistent level / world / mapinfo of the streamed but it's just a guess. Maybe custom scripts that load files trough the soundmanager could work by using them in kismet but I'm not that good to do that type of unreal coding, yet xD Link to comment Share on other sites More sharing options...
LiQuiD911 Posted February 7, 2015 Author Share Posted February 7, 2015 (edited) We have a working kismet tactical (background and combat ) music override by using streaming maps. :smile:The kismet objects takes as input 2 strings for the music cues.Here's a small demo, just add as a streaming map, no user-side code modifications needed, the code is embedded in the map.https://www.dropbox.com/s/m2anplm5l47ukpl/Music_override_demo.upk?dl=0 The code is usable through the modified UDK, follow the example map.https://github.com/iiiLiQuiDiii/UDK The Wait-for-battle is required do properly override the music, if only the first output of LevelLoaded is connected, then the music is non overrided after a gameload. http://i59.tinypic.com/ns688.png Edited February 7, 2015 by LiQuiD911 Link to comment Share on other sites More sharing options...
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