Frictional Games Forum (read-only)
Ambience Music - Printable Version

+- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum)
+-- Forum: Amnesia: The Dark Descent (https://www.frictionalgames.com/forum/forum-6.html)
+--- Forum: Custom Stories, TCs & Mods - Development (https://www.frictionalgames.com/forum/forum-38.html)
+---- Forum: Development Support (https://www.frictionalgames.com/forum/forum-39.html)
+---- Thread: Ambience Music (/thread-9328.html)



Ambience Music - Angerpull - 07-23-2011

Where can I find the same Abience Music as the one after the water lurker? I kinda need it but I cannot find it anywhere in the Sound thing on the Editor.

Please Help Smile


RE: Ambience Music - Roenlond - 07-23-2011

Amnesia - The Dark Descent\redist\music\09_amb_safe.ogg


RE: Ambience Music - Angerpull - 07-23-2011

(07-23-2011, 10:41 PM)Roenlond Wrote: Amnesia - The Dark Descent\redist\music\09_amb_safe.ogg

Thank you! But how do I get it into the game?


RE: Ambience Music - MrCookieh - 07-23-2011

void PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume);

Plays music.

asMusicFile - the music to play + extension .ogg
abLoop - determines whether a music track should loop
afVolume - volume of the music
afFadeTime - time in seconds until music reaches full volume
alPrio - priority of the music. Note that only the music with the highest priority can be heard! 0 - highest, 1 - lower, etc

Example: PlayMusic("09_amb_safe", true, 100, 0, 0, true); (Not sure what the bool abResume does)
This will play your ambient at volume 100 (I think it's percentage), with 0 seconds fadeintime and priority 0 (This music pauses all other music)


RE: Ambience Music - Angerpull - 07-23-2011

(07-23-2011, 10:49 PM)MrCookieh Wrote: void PlayMusic(string& asMusicFile, bool abLoop, float afVolume, float afFadeTime, int alPrio, bool abResume);

Plays music.

asMusicFile - the music to play + extension .ogg
abLoop - determines whether a music track should loop
afVolume - volume of the music
afFadeTime - time in seconds until music reaches full volume
alPrio - priority of the music. Note that only the music with the highest priority can be heard! 0 - highest, 1 - lower, etc

Okay but how would that look like?

This?

Spoiler below!
PlayMusic("09_amb_safe.ogg", true, 100%, 2, 0, I don't know wtf this is since you didn't tell me.);



RE: Ambience Music - MrCookieh - 07-23-2011

sorry, I edited it afterwards, but too late I think.

Myself Wrote:Example: PlayMusic("09_amb_safe", true, 100, 0, 0, true); (Not sure what the bool abResume does)
This will play your ambient at volume 100 (I think it's percentage), with 0 seconds fadeintime and priority 0 (This music pauses all other music)

remove the % after the 100, because a float is needed, and the % would give you an error message.


RE: Ambience Music - JoeBradleyUK - 07-24-2011

You need to place the playmusic in Void OnEnter aswell, I think.


RE: Ambience Music - JenniferOrange - 07-24-2011

PlayMusic("09_amb_safe.ogg", true, 0.7f, 1, 0, true);
works every time. Smile


RE: Ambience Music - Angerpull - 07-24-2011

(07-24-2011, 12:42 AM)JenniferOrange Wrote: PlayMusic("09_amb_safe.ogg", true, 0.7f, 1, 0, true);
works every time. Smile

Thanks, it works. Now to continue my story... Is scary man :c