ManehattanProject Posted April 21, 2016 Share Posted April 21, 2016 So I know there's a couple different ways to handle music in FO:NV, but I'm really not sure what the most effective one is. Currently, Smuggler's Run is using an AudioMarker that's pointed to a Media Location Controller that ends up going to the Media Set. (This all seems very convoluted to me). However, when I'm in the level, the music doesn't loop properly. It'll restart the loop about halfway through the song. Anyone have any experience with custom music who can tell me the best way to do this for a seamless experience? Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 22, 2016 Share Posted April 22, 2016 Maybe the loop point needs to be set? A lot of media editors don't set the metadata properly. There might be a limit on how long a tune can be (Not sure about this) in which case maybe it needs to be broken up into several bits. I wish I could help more but I haven't messed with custom music other than radio. Link to comment Share on other sites More sharing options...
JimboUK Posted April 22, 2016 Share Posted April 22, 2016 I've spent hours messing about with the music, the system appears to be broken, I abandoned something I was making because of it and I was speaking to someone the other day who'd done the same, that someone being a very talented and knowledgeable modder. I wish Obsidian had left the audio alone, it worked fine in FO3, the old music sets got the job done. The radios work, I'm wondering if it's possible to add music to a cell via a radio without it sounding like a radio. Link to comment Share on other sites More sharing options...
ManehattanProject Posted April 30, 2016 Author Share Posted April 30, 2016 I've spent hours messing about with the music, the system appears to be broken, I abandoned something I was making because of it and I was speaking to someone the other day who'd done the same, that someone being a very talented and knowledgeable modder. I wish Obsidian had left the audio alone, it worked fine in FO3, the old music sets got the job done. The radios work, I'm wondering if it's possible to add music to a cell via a radio without it sounding like a radio. I tried the radio trick by placing a bunch of "AutoOn" radios just outside the walls and it just failed miserably. Definitely didn't work out...though now the players have the choice to listen to the score through their PipBoy Radio, which is something I got a few requests for. I'm guessing this is going to be the same for worldspaces, huh? Or is that easier to control? I've got an amazing musician on the team that's putting out Triple-A quality scores and I just want to have folks be able to enjoy them! Worst-case scenario...we could always replace the existing scores with our new ones. Jim, did you try saving the MP3 in different formats? (For example, I know that radio song .WAVs need to be in mono). Just something that came to me, you probably tried it a dozen times over. Link to comment Share on other sites More sharing options...
JimboUK Posted April 30, 2016 Share Posted April 30, 2016 I tried the radio trick by placing a bunch of "AutoOn" radios just outside the walls and it just failed miserably. Definitely didn't work out...though now the players have the choice to listen to the score through their PipBoy Radio, which is something I got a few requests for. I'm guessing this is going to be the same for worldspaces, huh? Or is that easier to control? I've got an amazing musician on the team that's putting out Triple-A quality scores and I just want to have folks be able to enjoy them! Worst-case scenario...we could always replace the existing scores with our new ones. Jim, did you try saving the MP3 in different formats? (For example, I know that radio song .WAVs need to be in mono). Just something that came to me, you probably tried it a dozen times over. Yeah I tried everything right down to 128kps and that sounded terrible, I tried removing tags too, they're the MP3s I use for RACE which suggests it's the game rather than the MP3s. When I enter the cell the music starts fine as you can see in the video below, at the end of the track it'll skip back and play the end again before going on to start halfway through the next track. I don't know about world spaces, adding a sound works just fine, as the waves in video demonstrate, I'm not seeing a way of making sounds play one at a time though, shame because that might have been a workaround, Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 30, 2016 Share Posted April 30, 2016 I've had this exact same looping issue with radios, it's really frustrating. Link to comment Share on other sites More sharing options...
JimboUK Posted April 30, 2016 Share Posted April 30, 2016 The Wiki suggests there's a way to use music sets through scripting but doesn't give any examples or links. Link to comment Share on other sites More sharing options...
RoyBatterian Posted May 1, 2016 Share Posted May 1, 2016 The audio engine just sucks. Luthien and I were making an epic radio mod, but that issue with the restarting the same file instead of switching and at some random point in it... I can't fix it. I'll need to really check close the meta data on the vanilla files and see how they are setup and perhaps I can figure out the issue. Link to comment Share on other sites More sharing options...
JimboUK Posted May 1, 2016 Share Posted May 1, 2016 I've run out of things to try. I wonder if Obsidian couldn't get it to work either? I can't think of any interior cells where the music changes as you enter them, the casinos feel so dead because of the lack of music. Link to comment Share on other sites More sharing options...
Deleted1205226User Posted May 1, 2016 Share Posted May 1, 2016 Is this issue found only in NV or in FO3 as well? Link to comment Share on other sites More sharing options...
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