M.B. Kovas Posted June 15, 2021 Share Posted June 15, 2021 So I ran into a little problem when trying to use ambient sounds. How is one supposed to make an ambient soundtrack begin playing after a specific objective? am.mp3 starts at Objective 0. How do I make it so that am.mp3 starts playing, for example, at Objective 9? Or at the very least, how to make sure a sound file is not cut off at the next objective in terms of traditional xx.mp3 files? Link to comment Share on other sites More sharing options...
Martin_Strada Posted June 15, 2021 Share Posted June 15, 2021 (edited) Actually, most of the things that you have mentioned, people use afx.cs script where adding the audio files with this script is almost the same as without it: you just put the .mp3 files in the respective audio-folder of your mission, which can be found in the SD folder. The only difference is that you have to name the audio XX_afx.mp3 instead of just "XX.mp3, where XX is the number of the objective you want the sound to start on. The audio will then play until it ends, no matter how many objectives are left until the end of the mission. Stopping the audio is done the same way as it is in the original DYOM - just put an empty text file named "XX.noa", where XX is the number of the objective you want the sound to stop on, in the respective audio-folder of your mission. (half of the text were taken from Satourn, because Satourn explained it pretty well.) Edited June 15, 2021 by Martin_Strada Link to comment Share on other sites More sharing options...
M.B. Kovas Posted June 15, 2021 Author Share Posted June 15, 2021 5 minutes ago, Martin_Strada said: Actually, most of the things that you have mentioned, people use afx.cs script where adding the audio files with this script is almost the same as without it: you just put the .mp3 files in the respective audio-folder of your mission, which can be found in the SD folder. The only difference is that you have to name the audio XX_afx.mp3 instead of just "XX.mp3, where XX is the number of the objective you want the sound to start on. The audio will then play until it ends, no matter how many objectives are left until the end of the mission. Stopping the audio is done the same way as it is in the original DYOM - just put an empty text file named "XX.noa", where XX is the number of the objective you want the sound to stop on, in the respective audio-folder of your mission. (half of the text were taken from Satourn, because Satourn explained it pretty well.) A script. Doesn't this just mean that it will only work for people who have the script installed? Link to comment Share on other sites More sharing options...
Martin_Strada Posted June 15, 2021 Share Posted June 15, 2021 Just now, M.B. Kovas said: A script. Doesn't this just mean that it will only work for people who have the script installed? Most likely, yes. Most of the DYOM designers use this script, because it's really useful. Even though you can use this script on MOTW. Link to comment Share on other sites More sharing options...
M.B. Kovas Posted June 15, 2021 Author Share Posted June 15, 2021 1 minute ago, Martin_Strada said: Most likely, yes. Most of the DYOM designers use this script, because it's really useful. Even though you can use this script on MOTW. If it doesn't work for people who don't have the script installed then it's useless to me. Link to comment Share on other sites More sharing options...
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