cumbrianlad Posted June 7, 2020 Share Posted June 7, 2020 Hello, folks. So, I've put in a system with a sound marker that plays a music track. The sound marker is enabled and disabled via a switch. It all works fine, except that the default music for he cell is too loud in the quieter parts (it plays Grieg: 'In the hall of the mountain king'). I couldn't find a way to reduce the volume of the default dungeon music to combat this and I don't want the cell to be silent. Is there a way to reduce the default music level in a particular area, or to silence it within a room-bound? The latter would be ideal. Link to comment Share on other sites More sharing options...
PeterMartyr Posted June 8, 2020 Share Posted June 8, 2020 music is muted with silence..... look in the Kit btw skyrim doesn't play two tracks at the same time, what are you doing wrong? Since starting a new track mutes the old one? (thinking) May I point out the KISS design principal, Keep It Simple Stupid, i think what your doing is over complicated it for no reason whatsoever? I think music add or remove is all you need. (work it out) btw 2:: pfft sound markers OMG. sound markers are for FX sound effects, look carefully in the KIt notice they different, sound or music, you want music, not sound FX. Link to comment Share on other sites More sharing options...
cumbrianlad Posted June 9, 2020 Author Share Posted June 9, 2020 A bit blunt, but good info. I'm not over-complicating it in one sense. The music is meant to be playing when the player enters the cell. When the player finds the Dwemer buttons that toggle the cell lighting, sound and light FX, they set stages in a quest by operating them. I don't want to totally mute the dungeon music. I don't want my music to be full volume everywhere in the cell because it originates from 'Dwemer HiFi' system that I've made. Having it full volume from half a mile away would seem unrealistic. Hence trying the sound markers, since I can set sound attenuation with distance. I really don't see an issue with this and it doesn't cause any problems in-game. if you like, think of the 'music' as a sound FX, if that makes it any better. I'd have had the same issue if a new looping sound FX was being drowned out by the cell's dungeon music. The game will play multiple sound FX tracks in one cell at any one time, and a lot of these are looping. there's no difference between playing a looping .wav of a Dwemer steam leak and a looping .wav of a piece of music, saved in the same format, to my mind. What I'm thinking now is that I take the original dungeon music, drop it a few decibels in Audacity and add it to the mod. I can then swap the dungeon music from the quieter version to the vanilla one in the script that handles the toggling of the sound marker and glow lighting FX on the Dwemer HiFi. With a little bit of tinkering around with the dungeon music levels it ought to work nicely enough. Link to comment Share on other sites More sharing options...
maxarturo Posted June 9, 2020 Share Posted June 9, 2020 This can be done with a simple set up and a simple script: 1) After your "Dwemer HiFi" is activated, it will enable a trigger box. 2) The Trigger Box will surround / enclose all the room you want to have your music playing. 3) The Trigger Box will "Remove" the dungeon music "OnTriggerEnter" and "Add" it again "OnTriggerLeave". * There are other ways you can do this, but this one is the simplest and cheapest in PC processing. Link to comment Share on other sites More sharing options...
cumbrianlad Posted June 9, 2020 Author Share Posted June 9, 2020 Super Maxarturo. Just the sort of thing I was looking for. Most of that is already set up so it just needs a couple of script lines. Actually, doing a bit more digging around, I found an interesting article by Josh Adam Bell - "Introduction To Music In The Creation Kit". In it he describes 'Ducking' and priority, for music types. Essentially, Josh states this: "Ducks Current Track' - Rather than fading the current track out to make way for your track, this option simply lowers the volume of the current track, and plays yours over it. This is useful for 'discovery' music when finding a new location in the game. The 'Ducking (dB)' determines how much the current music is ducked." If I do choose to make my sounds a music track, it looks like I can use this to do exactly what I asked about, ie have my music higher priority than the dungeon music, use your trigger box, Maxarturo and set the number of decibels to attenuate the dungeon music. This is pretty neat, since I can quickly test and adjust the ducking dB until I'm happy. The result should be the dungeon music fades quieter and my music fades in. Vice-versa at the end. perfect. I need to try it. Link to comment Share on other sites More sharing options...
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