Music Question...

Post » Sat May 28, 2011 11:02 am

Ok, so on a whim while poking around through the BSAs, I unpacked the 10penny tower elevator music wav, backed it up, and replaced it with a full length MP3->wav conversion and it totally worked. I never knew it was that simple to do.. I figured it would CTD hard. Now I'm wondering, can I do that with any of the provided full tunes, like the oldies for GNR or whatever? Or is what plays over the radio setup differently somehow?
Thanks
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Avril Louise
 
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Post » Sat May 28, 2011 6:23 pm

Bonedog,

Yes you can actually, you can replace all of the default music with any that you like - just so long as it bears the same filename that Fo3 expects to find. Voice files work similarly and have very strange names. For the radio, it is my understanding that you can create your own radio stations and populate it with custom music, so you can go farther with Radio than with the default music. There are some Radio tutorials in the YouTube tutorial link at the top, and my Audio holotape does cover some of the sound formats and naming structure if you want to learn more.

Cheers!

Miax
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jasminĪµ
 
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Post » Sat May 28, 2011 2:28 am

Cool, thanks man :) I'll have to check that out later when I'm not suffering from geck eye. Most of the night I was trying to work out how to get custom music and sounds to play, as in the very basic mechanics of using PlayMusic and PlaySound, but I think someone did a Bonedog.ModAV EpicFail 200 on me while I wasn't looking. Tried messing around with several scripted setups and whatnot, but in the end I couldn't even get the default examples listed in the wiki to play. Now that I think about it, wasn't there some discussion here a while back about music/sound stuff needing to be in certain folders for it to work properly? I mean other than just inside the default music or sound folders.. I can't remember. If at all possible, I'd like to script my own portable mp3 player and stay away from the pipboy radio station stuff if I can. I don't even listen to gnr because turning it off/on/off/on gets to be a hassle at times, but something hotkeyed and menu driven... that I can live with. Off to the smart pages I guess.. Thanks again. If my wife calls, tell her I ran into the tutorials section chasing a sixy brunette half her age.. I'll get steak for a week :hubbahubba:
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Timara White
 
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Post » Sat May 28, 2011 4:51 am

Ok, I finally checked out all the sound related tutorials I could find up top and poking around. Although there's a ton of great info on how to create a pipboy radio station or similar radio/dialog based system, I couldn't find much, if anything relating to making use of the games sound and music functions. The only directly-related info I've seen is in the wiki, but it's pretty generalized and makes no mention of any conditions/rules for getting PlaySound or PlayMusic to work properly. I'll have to dig a bit deeper as I'm sure someone's got this stuff down in writing.

Anyway, I did manage to get sounds working, but haven't tried tackling the music function yet. For sounds, turns out the folder concern I had before was correct.. they not only need to be inside the sound folder, but also inside either the Fx or Songs folder as well. I'm assuming music will be the same way. WAV file specifics don't seem to be nearly as picky as I've heard mentioned... was able to get sound files from 8Khz up to 44Khz, and 96Kbps up to 1411Kbps to play just fine. MP3's also play as sounds, but from what I heard anyway the playback isn't nearly as clear as .wav.

I threw together a hotkeyable equip item that serves up 4 menus with 28 full-length songs in total, but it's using sounds instead of music. It's simple and does what it should for now, though I found out you can play any number of sound files at once but can't stop them, which is why I'm hoping to sort out the music part soon.
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Dominic Vaughan
 
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