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So is there still no one who figured out how to mod / change the music ?


rapotaku

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can someone maybe clarify who tried that or dug deep into modding xcom2, if thats simply not possible atm? I dont know much about modding yet , but it seems its not as simple as in replacing the files like in Voice or weapon sounds from what i read?

From my understanding is that the music is partially build in stems(Parts) and the engine also follows ingame events/situations.

For example in battle music the loop on the enemy turn misses the brass part on your turn, while being part of the same song.The question is if thats programmed to cut individual stems out depending on the situation or if it is simply pre recorded with and without the brass in 2 different files. ( which would be easier to replace )

Or when u wiped a pod the music just doesnt fade out but cues a "break"loop for the playing song and then ends with an additional soundfx.
Or flawless/bad victory cuing 2 different themes.

At least squadselection or avenger seems to be just straight forward replaceable though...

So it the problem that the music is build too much into the core programming??

 

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E3245 and me actually tried to do that, and currently I'm stuck on Ambient Sounds.

 

 

 

From my understanding is that the music is partially build in stems(Parts) and the engine also follows ingame events/situations.

Dead right. Specificially it uses the AudioKinetic (Ak) WWise Middleware. It allows Music and Sound Creators to finely tune all aspects of the music, and give programmers simple instructions. The relevant classes are XComTacticalSoundManager and XComStrategySoundManager, which we can override.

 

We don't have access to the WWise Middleware. Our best chance is to convert them all into SoundCues, and replicate the system.

 

There are some things to consider:

 

  • AkEvents send certain events to the WWise Engine, which then decides what to do. They can start/stop a sound, de-/activate the avenger music system, or the tactical music system.
  • Additionally, SetSwitch/SetState controls something what I assume to be a State Machine. The module that handles whether combat music has to start ONLY sets
SetSwitch( 'TacticalCombatState', 'Combat' );
// or
SetSwitch( 'TacticalCombatState', 'Explore' );

while

SetState( 'TacticalGameTurn', 'XCOM' );
SetSwitch( 'TacticalGameTurn', 'XCOM' );
// or
SetState( 'TacticalGameTurn', 'Alien' );
SetSwitch( 'TacticalGameTurn', 'Alien' );

handles the turn start sounds.

 

What's interesting is that the Combat Soundtrack seems to choose between different sets of music depending on whose turn combat started, for example.

 

Looping cues without a gap needs to be implemented too. Special Missions (DLC) have their own music set.

 

""break"loop for the playing song and then ends with an additional soundfx."

I am not sure there is a loop, but the SoundFX you mentioned is called a "Sting", from what I gathered from extracting the Soundbanks.

 

While the combat soundtracks are logically named, the ambient sounds are just enumerated, which makes it extremely hard to find the right biome, wheather and Lighting for the Ambient Soundtrack, as it depends on all three.

 

 

 

Concerning Strategy Sound, it's a little easier, since that are "just" 7 sounds. Of course, a lot of fine tuning is involved, since the fading in / fading out all needs to be coded.

Edited by robojumper
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As an update - I've released the Music Modding System (Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=757398474 ), I think it's in an acceptable state feature- and performance-wise. Almost all of the vanilla music is disabled and rewritten using my own system, except for After Action Music in the dropship, that's not easy to replace. Several Music packs have been released already.

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  • 1 month later...

E3245 and me actually tried to do that, and currently I'm stuck on Ambient Sounds.

Just a bump. Its a fine project and Im pulling for it. My ears will be thankful with their heart ;p

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