Serious Sam Fusion 2017 (beta)

Serious Sam Fusion 2017 (beta)

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Dynamic Music (Base)
   
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Type: Additions
Other: Music
File Size
Posted
Updated
366.580 KB
20 May, 2023 @ 8:35am
25 Jun, 2023 @ 1:59am
6 Change Notes ( view )

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Dynamic Music (Base)

Description
This mod doesn't have the music files! It only contains base scripts. If you want to play TFE or TSE levels with dynamic music you'll also need Dynamic Music (TFE) or Dynamic Music (TSE) respectively.

This mod contains dynamic music scripts for TFE, TSE and BFE game titles. These scripts are only executed on host so dynamic music will probably work even if you don't have it if you're going to play co-op as client. Regardless of whether you're host or client you'll still need one of the mods containing the music files though unless you're playing on some custom level with dynamic music supported.

If you want to use dynamic music on your level you can create a script inside your level containing the worldGlobals.MusicFragments table (you can look at "DynamicMusic_TFE.lua" located in "Content/SeriousSamHD/Scripts/CustomWorldScripts" if you have the TFE music mod).
So in this script you'll need assign a new table to worldGlobals.MusicFragments variable like in the example (no need to check the level name like in "DynamicMusic_TFE.lua" though if you're creating a script inside a level). By the way if the player won't have this mod your level will still work fine (if you set a full music track in World Info like you would probably usually do).
This table contains other tables corresponding to each music loop, each of the tables contains:
1. track name (can be any string but all the tracks need to have different names);
2. music track resource itself, LoadResource(<path_to_your_track>);
3. how long this track should play before the new threat score is calculated (this value can be track length or something shorter). Try to set it so the transitions between tracks are not as noticeable. If you're planning to use TFE music you can just copy these values from the corresponding level in the "DynamicMusic_TFE.lua" script;
4. at which score this track should start playing. You'll have to figure it out on practice by playing your level in the editor and looking into console (I've left the debug prints which display current threat score and track name every time the new score is calculated). But from my experience intense music usually starts playing at least at score = 1, 1.5 - 2 being very intense. But it depends on your level, first levels tend to have smaller scores while later levels - higher scores.
You can also set the worldGlobals.MusicType to "trans" then the score will be calculated each second and the music will be able to change at any point, the next track will play from the same offset as the previous track. In this case variable 3 is now necessary so you can set it to whatever you want but you'll still need to include it in the table.

And of course you’ll also need to separate your music into small parts using some audio editor or you can just use tracks provided in the Dynamic Music (TFE) or Dynamic Music (TSE).
2 Comments
Nekorie  [author] 11 Apr @ 10:49pm 
Странно, вроде не должно работать без этого.
SiberianIceBomb 11 Apr @ 1:41pm 
не знаю насчет этого. Ибо могу я использовать те музыкальные динамичности даже и без этого?