Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A lot of sounds im used to are gone, so its hard to audibly know what is going on in the fort (especially combat sounds, job completions, strange moods etc).
I always use my ears more than my eyes =(
The full path were I put the mod's files is:
C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\data\vanilla\vanilla_music
the folder now contains:
objects\
> music_d.txt
> music_standard.txt
> sound_d.txt
> sound_standard.txt
sounds\
> *.ogg (all music files)
> music_file_d.txt
info.txt (the original file, not the one from your mod)
Adding your music to my current game should work this way, right?
I tried adding it to the vanilla files by placing the objects and sounds folders inside the vanilla_music folder. (there is no vanilla_sounds folder)
I also tried a few other folders, but nothing seems to work. I've also looked into the Wiki, but adding to the vanilla music files isn't really explained..
It might also be a perceptual thing, since Simon also worked on the official soundtrack. Songs from this mod should just list Simon and not Dabu in the pause menu.
As for custom music, this mod is a working example. It's pretty simple to add oggs to your sounds folder, add them to your music_file_.txt, and add your conditions in objects/music_.txt. Everything's documented on the Audio page on the DF wiki.
Just datamined the adventure mode soundtrack, looks like the adventure soundtrack is
1. dynamically mixed
2. completely hardcoded.
I wrote a Future of the Fortress question asking about this, so hopefully I'll hear back when beta is less beta.