Quibblonian101 Posted August 22, 2019 Share Posted August 22, 2019 I have a music type I created and I'm trying to get it to play from an actor but my fragment, myMusicType.Play(akSpeaker) Isn't compiling because I think .Play only works for sound types. So how would I get a music type to play? Link to comment Share on other sites More sharing options...
NexusComa Posted August 22, 2019 Share Posted August 22, 2019 (edited) MusicType Property _MusicTrackMain Auto _MusicTrackMain.Add() Music is very tricky in Skyrim ... suggest you take a long look at the tracks already set up. Edited August 25, 2019 by NexusComa Link to comment Share on other sites More sharing options...
Quibblonian101 Posted August 22, 2019 Author Share Posted August 22, 2019 Hmm alright thanks for the help. I'm trying to get music to play through dialogue from my follower almost as if someone was playing a song. So I want it to sound like it was coming from an object and not like its playing into my headphones. I assumed this would be easy since the radios in fallout play music from an object. Any idea if this is possible? Link to comment Share on other sites More sharing options...
NexusComa Posted August 23, 2019 Share Posted August 23, 2019 (edited) Maybe look at how bards do it in the Creation Kit. Edited August 25, 2019 by NexusComa Link to comment Share on other sites More sharing options...
Quibblonian101 Posted August 24, 2019 Author Share Posted August 24, 2019 Ok so I got the script to compile properly in the Creation Kit so in the dialogue fragment it looks like mySoundFX.Play(akSpeaker) and then I have the mySoundFX property filled with my sound marker that has a .wav file attached to the sound descriptor. However when I went in game and chose the dialogue option the game crashed. So am I missing something? Link to comment Share on other sites More sharing options...
Quibblonian101 Posted August 25, 2019 Author Share Posted August 25, 2019 Fixed my problem and got it to work. The reason it was crashing is because I was using a .wav file but I converted it to an .xwm and had to change the directory in TESEdit to get the .xwm file to be read. I thought people said that wav files were now ok to use but I guess it's still best to use xwm. Link to comment Share on other sites More sharing options...
NexusComa Posted August 25, 2019 Share Posted August 25, 2019 (edited) There is a way to use both. I've done it. But ya .xwm is the default. Skyrim loves to throw fits and Papyrus is a bear to work with. Edited August 25, 2019 by NexusComa Link to comment Share on other sites More sharing options...
Quibblonian101 Posted August 26, 2019 Author Share Posted August 26, 2019 I don't know if I should create a separate post since this is pretty much related, but is there a way to stop a sound from playing? I have my sound working now but I also created a dialogue to stop it whenever I want. mySoundFX.Stop But It seems this isn't a function. The sound will stop on It's own, but since I want to have a long list of sounds I would have to wait forever for it to end. Link to comment Share on other sites More sharing options...
NexusComa Posted August 27, 2019 Share Posted August 27, 2019 I always just use a .Stop before I play anything. There is also Null you can add as something played and I created a small blank sound too.I had to use all of these to get my music buttons to work right in my Enchanted Ship In a Bottle mod. Link to comment Share on other sites More sharing options...
maxarturo Posted August 27, 2019 Share Posted August 27, 2019 (edited) I don't know if I should create a separate post since this is pretty much related, but is there a way to stop a sound from playing? I have my sound working now but I also created a dialogue to stop it whenever I want. mySoundFX.Stop But It seems this isn't a function. The sound will stop on It's own, but since I want to have a long list of sounds I would have to wait forever for it to end. mySoundFX.Play()It's only used with short lenght SD sounds, and you can't call on it " mySoundFX.Stop() ". In order to call a sound either SD or LP to stop, you need to store it in an " int ", example : Sound property mySoundFX auto int instanceID ;used to store sound ref EVENT SomeEvent.............. instanceID = mySoundFX.Play(game.getPlayer()) ............ ; Do Stuff ........... StopInstance(instanceID) ; Stops the Sound - InstanceID EndEvent If you are going to use - call multiple sounds and you need each of them to be able to be stoped on will, then every sound needs to have its own " Int ".Sound property mySoundFXa = int instanceIDaSound property mySoundFXb = int instanceIDbSound property mySoundFXc = int instanceIDcSound property mySoundFXd = int instanceIDd... etc... Edited August 27, 2019 by maxarturo Link to comment Share on other sites More sharing options...
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