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music66.png  Music mods?[message #342129] Thu, 20 August 2015 03:22 Go to next message
Marcell is currently offline Marcell

 
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Registered:March 2014
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I'm really sorry if this is in wrong section but I just had no idea where to post it. I'm on 1.13 and was wondering, how hard is it to replace music in the game? are there any soundtrack mods? I love some songs (especially laptop theme) but they just really grind your ears after some time of playing, personally I'd want to implement my own OST with new songs (not just replaced). How hard of a task would that be?

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Re: Music mods?[message #342130 is a reply to message #342129] Thu, 20 August 2015 05:58 Go to previous messageGo to next message
SabinyAk is currently offline SabinyAk

 
Messages:141
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i was wondering how nice would be if were actually a radio ingame, like entering in a zone and start hearing music and then find a stereo and turn it on and off... maybe TV's but just the radio it's ok. it's just a dream of mine, but i'm not sure which format music it's since the images have they own format ".STI"


Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.

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Sergeant
Re: Music mods?[message #342133 is a reply to message #342129] Thu, 20 August 2015 10:51 Go to previous messageGo to next message
Deleted.

 
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You need to place your music in Data\Music folder in WAV or OGG format.
For examples look here
Also here

Quote:
implement my own OST with new songs (not just replaced)
Currently you can only replace existing music, to add new you'll need coding skills in c++.

[Updated on: Sat, 09 May 2020 11:49] by Moderator




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Lieutenant

Re: Music mods?[message #342135 is a reply to message #342133] Thu, 20 August 2015 17:46 Go to previous messageGo to next message
Marcell is currently offline Marcell

 
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Thanks for your help sevenfm. Hmm, so really nobody made a mod that adds more songs? If that was reality, I'd just replace the songs from the mod with my ones. Damn.

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Re: Music mods?[message #342136 is a reply to message #342135] Thu, 20 August 2015 17:52 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
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Just wasn't a terribly high priority thing to do. A lot of people eventually get fed up with the score for any game anyway and just mute it to put [insert favorite media player] in the background.


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Captain

Re: Music mods?[message #342137 is a reply to message #342136] Thu, 20 August 2015 18:09 Go to previous messageGo to next message
SabinyAk is currently offline SabinyAk

 
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i was thinking in searching about that before too, but as DepressivesBrot said, nobody thinks much about it when it's easier to put the music in a media player... or in the phone.


Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.

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Sergeant
Re: Music mods?[message #342139 is a reply to message #342137] Thu, 20 August 2015 19:40 Go to previous messageGo to next message
Marcell is currently offline Marcell

 
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That's what I usually did, but I think it'd be way better if we could have seperate tunes for exploration / overall doing nothing / as well as for combat.

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Re: Music mods?[message #342141 is a reply to message #342139] Thu, 20 August 2015 21:00 Go to previous messageGo to next message
SabinyAk is currently offline SabinyAk

 
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that's what would imply making a mod, maybe when i stop being a newbie at coding in a year more or less i hope. i could start a mod like that, would be nice to have this in the tactical map as theme music, or when in enemy sector but still not being spotted. would be nice to mix with a spy while tries to make his way behind enemy lines.

[/youtube]



Oh, God please tie this rope tight, A noose that fits just right, Oh, God please tie this rope tight, Hold my head upright, Take this knife across my throat, And make amends for all my lies.

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Sergeant
Re: Music mods?[message #343342 is a reply to message #342135] Thu, 26 November 2015 04:20 Go to previous messageGo to next message
E3245 is currently offline E3245

 
Messages:46
Registered:August 2013
Quote:
Thanks for your help sevenfm. Hmm, so really nobody made a mod that adds more songs? If that was reality, I'd just replace the songs from the mod with my ones. Damn.


Sorry if this is late, or if I'm bumping an old topic; I don't visit here often as much anymore.

I made a mod that allows you to play more music, but just the battle music, if I remember correctly. That was a long time ago, and I'm not sure if it still works to today's 1.13 coding changes. I think it was back in 2013. The coding changes that I made can be downloaded in the archives somewhere. If you don't have the necessary tools to compile JA2 1.13, I can build it for you with the modified code, if you wish.

[Updated on: Thu, 26 November 2015 04:20]

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Corporal
Re: Music mods?[message #343344 is a reply to message #343342] Thu, 26 November 2015 12:09 Go to previous messageGo to next message
Scheinworld is currently offline Scheinworld

 
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Hi,

E3245 wrote on Thu, 26 November 2015 03:20
I made a mod that allows you to play more music, but just the battle music, if I remember correctly. That was a long time ago, and I'm not sure if it still works to today's 1.13 coding changes. I think it was back in 2013. The coding changes that I made can be downloaded in the archives somewhere. If you don't have the necessary tools to compile JA2 1.13, I can build it for you with the modified code, if you wish.


More battle music sounds interesting especially for mods! :-) Would you like to release/share your source code (patch file) so our coders can make use of it?

I would like to upload it to Kermi's archive as well!


Best regards,

Schein...

[Updated on: Thu, 26 November 2015 12:28]




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First Sergeant

Re: Music mods?[message #343356 is a reply to message #343344] Sun, 29 November 2015 05:27 Go to previous messageGo to next message
winehouse

 
Messages:84
Registered:October 2012
...
https://storage.rcs-rds.ro/links/4729f8d6-f44b-42b7-aa3e-e0ddc6deead6?path=%2FJA_2%2FOther_Stuff%2FMusic%2FTaoteching

[Updated on: Sat, 09 May 2020 11:51] by Moderator

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Corporal 1st Class
Re: Music mods?[message #343371 is a reply to message #343356] Tue, 01 December 2015 09:39 Go to previous messageGo to next message
Slax is currently offline Slax

 
Messages:1411
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Here you go. Stitched it together from soundcloud stuff so copyright ain't an issue.
Put the music folder in Data-1.13 or whichever mod you're playing and you're good to go.
http://www.mediafire.com/download/04tbn305o7s5skj/ja2altmus.7z

The defeat/retreat (DEATH.ogg) one's sort of a placeholder so it sticks out quite a bit but hopefully you won't run into it too often. cheeky



1.13: Install JA2, unpack latest, play.
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Sergeant Major
Re: Music mods?[message #343443 is a reply to message #343344] Fri, 11 December 2015 08:11 Go to previous messageGo to next message
E3245 is currently offline E3245

 
Messages:46
Registered:August 2013
Quote:
More battle music sounds interesting especially for mods! :-) Would you like to release/share your source code (patch file) so our coders can make use of it?

I would like to upload it to Kermi's archive as well!
It's already uploaded to the archive, if I remember correctly. It's out of date though, so I have fixed up the code to use for the latest version.
https://storage.rcs-rds.ro/links/4729f8d6-f44b-42b7-aa3e-e0ddc6deead6?path=%2FJA_2%2FMods_v1.13%2FExtended_Music

Here's the updated patch file now. I haven't tested this to make sure everything is correct since I don't have time anymore.
Toggle Spoiler
[/align]

[Updated on: Sat, 09 May 2020 11:51] by Moderator

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Corporal
Re: Music mods?[message #343506 is a reply to message #343443] Sat, 19 December 2015 08:59 Go to previous messageGo to next message
Taro_M is currently offline Taro_M

 
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Ive modded my source code to add more battle music "slots" and separate it from the tension music, so I have 8 tracks only for combat music. Then I replaced the battle music with X-Com Enemy Unknown music. Fits really well IMHO, for me the x-com's music has the right tempo for turn based combat.



Here are the files you need to drop into the source code before compiling it. You will also need to add music tracks from "battle A" to "battle I".

https://www.mediafire.com/?rhhw9zfglvb8pwj

[Updated on: Sat, 19 December 2015 09:10]

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Master Sergeant
Re: Music mods?[message #347044 is a reply to message #343506] Sat, 24 September 2016 05:30 Go to previous messageGo to next message
Bobby R. is currently offline Bobby R.

 
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Great Stuff. Thanks

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Corporal
Re: Music mods?[message #351704 is a reply to message #342133] Tue, 19 December 2017 05:04 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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Quote:
You need to place your music in Data\Music folder in WAV or OGG format.
For examples look here
Also here

Quote:

implement my own OST with new songs (not just replaced)


Currently you can only replace existing music, to add new you'll need coding skills in c++.


OK, this is an old thread, and not what I was looking for -- but maybe what I need is of the same idea . . . I want to change the sound that accompanies the splash screen on the intro (splashscreen.smk in Intro.slf). I have a very cool mashup of sound effects and voices from the game. If I make a new splashscreen.smk and place it in an Intro folder -- will that work?

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Sergeant Major
Re: Music mods?[message #351706 is a reply to message #351704] Tue, 19 December 2017 08:40 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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Sounds about right.

Smacker video files contain both sound and video. I know Renegade Republik's Splashscreen.smk is the one when you first load the game, and features Scorpions anim and Carmina Burana snippet.

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Lieutenant

Re: Music mods?[message #351750 is a reply to message #351706] Sat, 23 December 2017 18:57 Go to previous messageGo to next message
edmortimer is currently offline edmortimer

 
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I've tried various Smacker and Bink attempts and have come up with only one result every time -- the splashscreen does not animate has no sound. speechless

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Sergeant Major
Re: Music mods?[message #352818 is a reply to message #343506] Thu, 29 March 2018 03:45 Go to previous messageGo to next message
Boge is currently offline Boge

 
Messages:55
Registered:July 2012
Where do I put these two files?

musiccontrol.cpp
musiccontrol.h

[Updated on: Thu, 29 March 2018 03:45]

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Corporal
Re: Music mods?[message #352829 is a reply to message #352818] Thu, 29 March 2018 22:19 Go to previous messageGo to next message
Flugente

 
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Both are in the Build/Utils folder.


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: Music mods?[message #354651 is a reply to message #352829] Sun, 02 September 2018 15:53 Go to previous messageGo to next message
MrStitch is currently offline MrStitch

 
Messages:18
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I feel like im late to the party but wanted to ask. Im currently using TAO eastern influences music mod and i think it fits perfectly. I also found more music by Taro Iwashiro that i wanted to use and add to the mod. I used @E3245 info to plug more music into the Music folder which did not exist originally, converted the music to .ogg files and renamed tracks BATTLE A-I. I have tried what @Taro_M specified but i have these two files Music Control.cpp and Music Control.h and i dont know what to do with them exactly. Do i create a Build/Utils folders in the Data-1.13. Im using the latest stable build from 2014 and i dont see such a folder in there.

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Re: Music mods?[message #354661 is a reply to message #354651] Mon, 03 September 2018 00:27 Go to previous messageGo to next message
Flugente

 
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musiccontrol.cpp and musiccontrol.h are code files. The above code snippets are simply a patch to those files, specifically revision 8004 (we are currently at 8610). The patch needs to be applied the code and then a new exe needs to be compiled. Though as that patch only adds 3 new slots, doesn't seem that useful?


I know now that it could never work between us, as much as we wanted to, it could never be! Not because you're a rabbit, but because you're black.

If you want, you can donate to me. This will not affect how and what I code, and I will not code specific features in return. I will be thankful though.

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Captain

Re: Music mods?[message #354675 is a reply to message #354661] Mon, 03 September 2018 16:40 Go to previous messageGo to next message
MrStitch is currently offline MrStitch

 
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Is it possible to change the code or the music file so that when BATTLE A is called it would randomly select a track between A and I? I think this way you could put in more music files. Has anyone tried this? Im looking at the Music Control.cpp from Extended_Music (cant post link yet, but its above here in the forum) and with my basic code knowledge I see that something like this was attempted. The two code files (Music Control.cpp and Music Control.h), where would I copy and paste the code inside what JA2 file or, what file opens the music code in JA2. Also I seem to be on build 7435 2014 official release 14.08.27 I thought that was the most up to date stable build. Is there a more recent one? Where to download if so? I would love to have at least 5 different battle themes playing but 10 would be best. I could easily extend the tracks by taking a pair and gluing them on to the back of each other in a music editor e.x Audacity and then have that loop but that would kinda kill immersion. If you know how to get me started or have an idea of how to add more music id love to build the mod.

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Re: Music mods?[message #354676 is a reply to message #354675] Mon, 03 September 2018 19:16 Go to previous messageGo to next message
Deleted.

 
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MrStitch wrote on Mon, 03 September 2018 18:40
Is it possible to change the code or the music file so that when BATTLE A is called it would randomly select a track between A and I? I think this way you could put in more music files. Has anyone tried this? Im looking at the Music Control.cpp from Extended_Music (cant post link yet, but its above here in the forum) and with my basic code knowledge I see that something like this was attempted. The two code files (Music Control.cpp and Music Control.h), where would I copy and paste the code inside what JA2 file or, what file opens the music code in JA2. Also I seem to be on build 7435 2014 official release 14.08.27 I thought that was the most up to date stable build. Is there a more recent one? Where to download if so? I would love to have at least 5 different battle themes playing but 10 would be best. I could easily extend the tracks by taking a pair and gluing them on to the back of each other in a music editor e.x Audacity and then have that loop but that would kinda kill immersion. If you know how to get me started or have an idea of how to add more music id love to build the mod.

In my Ja2+AI.exe based on 7609 I use patch from VR mod which allows many music tracks:
More music tracks available: 
- NOTHING_E_MUSIC - NOTHING_P_MUSIC, 
- TENSOR_D_MUSIC - TENSOR_P_MUSIC, 
- BATTLE_B_MUSIC - BATTLE_P_MUSIC,
- CREEPY_MUSIC_B - CREEPY_MUSIC_D,
- CREATURE_BATTLE_MUSIC_B - CREATURE_BATTLE_MUSIC_D
- note: not all tracks need to be provided, but those that are should to be put in correct order (e.g. if there's no BATTLE_O_MUSIC, then BATTLE_P_MUSIC won't be used even if it's put in directory)



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Lieutenant

Re: Music mods?[message #358671 is a reply to message #354676] Tue, 17 December 2019 23:29 Go to previous messageGo to next message
Wildman is currently offline Wildman

 
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Am I correct that I just drop the music folder into Data-1.13 and any alternative
music from above will work in game?

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Re: Music mods?[message #364464 is a reply to message #354676] Mon, 14 March 2022 15:05 Go to previous messageGo to next message
tanenorther is currently offline tanenorther

 
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How can you use the music part of VR mod on Ja2+AI.exe? I see VR has folders separately loaded with music files, but does it need some command for Ja2+AI.exe within some file to initiate those cause by the default Ja2+AI.exe uses game's vanilla music files and music folders?

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Re: Music mods?[message #364466 is a reply to message #354676] Mon, 14 March 2022 16:10 Go to previous messageGo to next message
tanenorther is currently offline tanenorther

 
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PS. sorry posting this for moderator review few times, I changed the text now cause I wasn't presenting myself clearly before. You can deny the previous same posts of this topic by me posted few hours earlier.

Seven. wrote on Mon, 03 September 2018 19:16
MrStitch wrote on Mon, 03 September 2018 18:40
Is it possible to change the code or the music file so that when BATTLE A is called it would randomly select a track between A and I? I think this way you could put in more music files. Has anyone tried this? Im looking at the Music Control.cpp from Extended_Music (cant post link yet, but its above here in the forum) and with my basic code knowledge I see that something like this was attempted. The two code files (Music Control.cpp and Music Control.h), where would I copy and paste the code inside what JA2 file or, what file opens the music code in JA2. Also I seem to be on build 7435 2014 official release 14.08.27 I thought that was the most up to date stable build. Is there a more recent one? Where to download if so? I would love to have at least 5 different battle themes playing but 10 would be best. I could easily extend the tracks by taking a pair and gluing them on to the back of each other in a music editor e.x Audacity and then have that loop but that would kinda kill immersion. If you know how to get me started or have an idea of how to add more music id love to build the mod.
In my Ja2+AI.exe based on 7609 I use patch from VR mod which allows many music tracks:
More music tracks available: 
- NOTHING_E_MUSIC - NOTHING_P_MUSIC, 
- TENSOR_D_MUSIC - TENSOR_P_MUSIC, 
- BATTLE_B_MUSIC - BATTLE_P_MUSIC,
- CREEPY_MUSIC_B - CREEPY_MUSIC_D,
- CREATURE_BATTLE_MUSIC_B - CREATURE_BATTLE_MUSIC_D
- note: not all tracks need to be provided, but those that are should to be put in correct order (e.g. if there's no BATTLE_O_MUSIC, then BATTLE_P_MUSIC won't be used even if it's put in directory)
How can you use the new and modifiable music part / folders of VR mod, if you're, say, using Ja2+AI.exe with ARULCO REVISITED as the chosen mod? Is there a way to use that (VR) music folders and those files with this (JA2+AI.exe & AR)?

I see VR has new separate music folders for the music files that comes as a part of the VR mod, but does it need some command/file editing for Ja2+AI.exe/Arulco Revisited to initiate the music from VR mod's folders instead of the usual music files from the old folders, which Ja2+AI.exe and Arulco Revisited uses?

What my aim here is, would be possibility to use VR's music and the mod's new folder for music in Arulco Revisited started by Ja2+AI.exe, so that I could use and change music of my liking from VR's music folder.

I've got 1.13's 7609-SCI version installed under everything and Arulco Revisited + AI on top. Where is this part of code that in VR mod points towards using music on it's own new folder's .ogg files and can it be implemented to either Ja2+AI.exe or some of AR-mod's file so that this (AI+AR) combo could use the music from VR folder, too? Where's the code located?

I've been looking inside .ini files 'cause those would be easy to edit without coding experience, but so far I'vent been able to find music folder settings there..

[Updated on: Wed, 16 March 2022 18:44]

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Re: Music mods?[message #364478 is a reply to message #364466] Thu, 17 March 2022 02:01 Go to previous messageGo to next message
Vritran is currently offline Vritran

 
Messages:199
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Arulco Revisited doesn't have the code to play the extended music files as far as I'm aware since its an older mod (unless Kitty has updated?). The patch code from VR would need to be copied into the code files Music Control.cpp and Music Control.h then compiled into a new .exe

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Re: Music mods?[message #364480 is a reply to message #364464] Thu, 17 March 2022 07:55 Go to previous messageGo to next message
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tanenorther wrote on Mon, 14 March 2022 18:05
How can you use the music part of VR mod on Ja2+AI.exe? I see VR has folders separately loaded with music files, but does it need some command for Ja2+AI.exe within some file to initiate those cause by the default Ja2+AI.exe uses game's vanilla music files and music folders?
+AI supports extended music track names and uses similar code to VR.
To use new music, just copy music files to Music folder in Data-1.13 or mod folder or Data-User (when using modpack).



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Re: Music mods?[message #364481 is a reply to message #364480] Thu, 17 March 2022 10:09 Go to previous messageGo to next message
tanenorther is currently offline tanenorther

 
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Ah, I think I figured it out now. Gonna test it later.

Data-1.13 folder for some reason doesn't have MUSIC folder at all. So I was confused. But Data-AR folder DOES have MUSIC folder with a few tracks that I assume can be expanded, so I will try to modify that, then, and hope music from there get's picked up with my game that's started from Ja2+AI.exe using AR as the mod (vfs_config.AR.ini selected on INI-editor).

I'm guessing that should work. Thanks.

PS. VR's music folder and AR's music folder don't match by song names. Most have same starting name eg. battle [x] or tensor [x], but the first X in chronological order doesn't necessarily match (MrStitch's post with the titles is probably from VR, since AR's folder doesn't have all of the same exact titles). For example, VR's first and only battle-file in chronological order is titled "BATTLE B" (there's no A, at all), while AR's first battle-file is titled "BATTLE A" (without any additional ones such as BATTLE B ). Neither has further titles starting with "BATTLE" (no battle C, D).

I wonder how far Battle-files (and any other such as menumix1, nothing, tensor) in AR goes, meaning how many seperate files in chronological order I can create there (Battle B, Battle C, Battle D.ogg etc.).

I guess I'll have to test to find out.

[Updated on: Thu, 17 March 2022 12:04]

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Re: Music mods?[message #364482 is a reply to message #364481] Thu, 17 March 2022 12:20 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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You may have an older version of Vengeance: Reloaded if you are only seeing one BATTLE track. Originally new tracks started at BATTLE B as naming it BATTLE A would mean it would play instead of the music already familiar to those playing Vanilla JA2, this way the original music is retained while new tracks are additional, not replacements. This has since changed only recently as the original JA2 BATTLE music doesn't quite gel with the newer tracks, and to me is too reminiscent of the Aliens movie soundtrack.

Later builds also added multiple tracks for not only BATTLE and NOTHING but for MARIMBAD and things like unique tracks for the credits sequence.

Regardless of all of this, if you are not using V:R you will want to follow the code or features in your chosen mod.

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Re: Music mods?[message #364483 is a reply to message #364482] Thu, 17 March 2022 13:02 Go to previous messageGo to next message
tanenorther is currently offline tanenorther

 
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Hawkeye wrote on Thu, 17 March 2022 12:20
You may have an older version of Vengeance: Reloaded if you are only seeing one BATTLE track. Originally new tracks started at BATTLE B as naming it BATTLE A would mean it would play instead of the music already familiar to those playing Vanilla JA2, this way the original music is retained while new tracks are additional, not replacements. This has since changed only recently as the original JA2 BATTLE music doesn't quite gel with the newer tracks, and to me is too reminiscent of the Aliens movie soundtrack.

Later builds also added multiple tracks for not only BATTLE and NOTHING but for MARIMBAD and things like unique tracks for the credits sequence.

Regardless of all of this, if you are not using V:R you will want to follow the code or features in your chosen mod.
Ah, I see. That's what I was wondering, if the "A" in some cases was referring to the original piece so that if mod used it's own on that spot, for instance, BATTLE A, then it would replace the original whereas if it started with B, then original was salvaged to use in addition to the new ones starting from B.

I'll have to play around with these. I'd like to built something different for playlist (for my own fun and personal use) with perhaps a few oldies playing along the new of my chosen, but keeping the right feel and immersion will be hard when picking one track from here, one from there. I regularly play JA2 over the years since the release, so would be fun to built one music playlist and get it "click" the right way some day lol. I like the old "laptop menu music quite" a bit, but battle music has gotten really old decades ago (in my humble opinion).happy Never thought music was JA2's strongest point. Main and laptop scores are p good, some are all right, battles are kinda repetitive by music. One good example of atmospheric soundtrack that fits into a game without being really complex due compositions I always like was Fallout 1 and 2 tracks (big part of it is like semi-ambient). Wouldn't fit in JA2, but they create nice atmosphere for those games.

[Updated on: Thu, 17 March 2022 13:20]

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Re: Music mods?[message #364491 is a reply to message #364483] Fri, 18 March 2022 18:58 Go to previous messageGo to next message
tanenorther is currently offline tanenorther

 
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Oh one more question, since marimbad 2 is named differently than, say battle battle which are named using a, b, c letters etc if you want to use several subsequent tracks.

Can you have more than one marimbad track, too? Like does marimbad 3, 4, 5 work and if so, does the game randomize the track? Or is the only option to add several laptop (marimbad in AR) tracks to compose own mix with each different song included in the one and same "marimbad 2"?

Since if I recall right, laptop theme starts from the start each time it starts playing, so if only one file could be used to it, then it would rarely play the other than beginning of the file if you were to include many songs in row within the same file.

EDIT: just fyi if anyone trying same things, marimbad 2, 3, 4 etc. doesn't seem to work. It only picks the track number 2, but cannot extend it further.

[Updated on: Fri, 18 March 2022 21:38]

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Re: Music mods?[message #364493 is a reply to message #364491] Sat, 19 March 2022 04:43 Go to previous messageGo to next message
Hawkeye is currently offline Hawkeye

 
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Registered:October 2005
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If the code is the same as V:R you can have multiple Marimbad 2 tracks. We have a Marimbad 2 and Marimbad 2 B for example. Our code picks the track ramdomly, so you don't always have Marimbad 2 play first every time.

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Re: Music mods?[message #364534 is a reply to message #364493] Tue, 29 March 2022 07:31 Go to previous message
tanenorther is currently offline tanenorther

 
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Registered:March 2022
Ah thanks, I will try that out and see if it works out. For now I just extended that track having a few songs in row. Having some fun experimenting (too much saturation big grin).

https://i.imgur.com/rH5S4Dj.png

[Updated on: Tue, 29 March 2022 08:30]

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