Putting Music in Multiplayer Maps

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x0v3rKiLx
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Putting Music in Multiplayer Maps

Post by x0v3rKiLx » Thu Aug 25, 2011 6:44 pm

Simple question, albeit I'm sure there may not be a simple answer...

I'm in the final steps of creating an awesome Firefight map, but in order to complete that truly Firefight-ish feel, you need music. And I need to know how to do that. I've seen many multiplayer maps that have music in them before, but I don't know where to inject the music tags into the map. I have good modding experience with Eschaton so don't be afraid to get technical in your lingo :)

Thanks!

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Re: Putting Music in Multiplayer Maps

Post by Mgalekgolo » Thu Aug 25, 2011 7:13 pm

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Re: Putting Music in Multiplayer Maps

Post by Nuthead_ » Thu Aug 25, 2011 11:28 pm

nice to see u back at modding. But i cant get the Sound Composer to import new songs, so i just went with Sparkys Sound pack or something like that.

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Re: Putting Music in Multiplayer Maps

Post by x0v3rKiLx » Fri Aug 26, 2011 8:27 am

Thanks, but even with the software, I'm still having trouble.

I tried importing the newly created music tag and attached it to the existing Bloodgulch lsnd (looping sound) ambience tag. The music starts playing but cuts off at random points about 1-2 minutes in =/ Apparently, all the weapon firing, dialogue, and other sounds overload the game and it cuts out the music. Which is weird.

i imported the music as a 9:57 mix of different tracks from Halo CE that I thought made good firefight music. Is the game just not capable of looping long sound files like that? I followed the audio sample rate and channel compression guidelines to the letter. I don't know what could be going wrong =/ I've seen this in alot of other music tracks in MP mods. I've seen that music in SP maps is split up into multiple permutations but when I check off the "Split Long Sounds into Multiple Permutations" flag in Eschaton, nothing happens =/

UPDATE: I tried creating a new LSND tag and replacing the nulled out rain tag in the SBSP tag category. This originally did not work as well. Music still cut off and, in later tests, destabilized the build and crashed the game. Seems like my second idea left me even WORSE off...

Any ideas what's up? Is this fixable or just a baseline glitch in the core scripting?
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Re: Putting Music in Multiplayer Maps

Post by Sparky » Fri Aug 26, 2011 2:36 pm

Alright, here goes:

1. Convert your sound file to .wav 44.1kHz 16-bit using Quicktime's Export feature. The duration can be up to 10 minutes. You must use a sound editor like Sound Studio to divide a piece into different sections, like 1 or 2 minute permutation segments. I forgot which is required, offhand, but take the time to experiment.
2. Save it to the data\sounds\music\<publisher>\<artist>\<title> directory in your Halo Custom Edition folder. Save each section as 0.wav, 1.wav, 2.wav, 3.wav, etc. Copy the path to this directory.
3. Open up cmd, which should be in your Halo CE folder and type: tool sounds <right-click to paste the path> ogg 1.0
4. Wait for it to finish processing the sounds; if you get an error, lower the quality by 0.1 until it works, or edit the sections or selection to use a shorter piece of music.
5. Open the .sound tag(s) and change their metadata in Guerilla to say "Music" rather than "Projectile Impact". This will fix your "overloading" problem in-game, as long as the music isn't extremely loud anyway. You can adjust the volume of each sound in the metadata also. Within the sound tag, you will have several permutations if you had different sections of the music, like 0.wav and 1.wav. If you had more than one permutation, then you need to change the index of each permutation to reference the following permutation, in order. Change "Total Permutation Count" to 1, and set the Next Permutation to 1, 2, 3, 4, etc., for however many permutations you have. The first permutation is 0, so "next permutation" set for the first permutation should say 1. In the last permutation, this should say -1 to indicate the end of the sequence of permutations. Finally, change the minimum and maximum distances to a very large number like 100000, so that the music is audible everywhere in the map.
6. Create a new sound_looping tag and place it in the same directory as your sound tag(s). Add references for each track and set each gain to 1.
7. Reference the sound_looping tag within a map file (either directly in the sbsp tag (scenario structure) or as an isolated reference within the References section of the scenario (scnr) tag) and build the map with tool. (Build-cache-file).
8. Open the map with Eschaton (mac) and recursively extract the lsnd tag you build into the map file. Import it into another map of your choice or save it externally as a tag to import later.
9. Reference your lsnd tag within the sbsp tag under Reference Swapper. If you have any additional changes, use Sparky's Plugins and the latest version of Eschaton to make those changes within the lsnd or snd! tags. Build-specific settings like "use xbox pcm blah blah" or "divide into multiple sections blah blah" are only available when running the sound tags through Tool.
Either you are groping for answers, or you are asking God and listening to Jesus.

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Re: Putting Music in Multiplayer Maps

Post by x0v3rKiLx » Fri Aug 26, 2011 3:01 pm

...I'm on a Mac modding the Halo DEMO...

...lol...totally irrelevant steps, as I do not own Halo PC or Custom Edition -_____-

Is there no way to manage this strictly on the Mac using tools available on that platform?

I just saw you offered requests for importing sound tags and mixtapes into Halo Demo through a description of one of your mods on HDM. If you still do requests, I can send the music file to you in the proper format for conversion...perhaps? :3
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Re: Putting Music in Multiplayer Maps

Post by Modzy » Fri Aug 26, 2011 6:02 pm

There tends to be a lot of issues when you try to replace the ambience track of map, as they're set to start from the beginning if you die or the game restarts or a few other events. Try a sound scenery.

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Re: Putting Music in Multiplayer Maps

Post by x0v3rKiLx » Sat Aug 27, 2011 4:19 pm

The only sound scenery file for Bloodgulch is the teleporter loop sound and if I replace that with the music, it seems like the teleporter becomes a jukebox, with the music getting quiter as you walk away. not much of a music track =/

Sparky assumed i have custom edition, which I dont. Is there no way to create a music sound tag with sequential permutations without having to cross platforms? The music track is 10 minutes long, and so are all the firefight gametypes i'm going to include with the mod, so I dont even need (or want) the music to loop, if that simplifies the problem in any way. Thanks.
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Re: Putting Music in Multiplayer Maps

Post by Mgalekgolo » Sat Aug 27, 2011 4:23 pm

You want to go into the lsnd tag or snd! tag and theres a float or something for how far the sound goes in world units. make it 9999 or something.
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Re: Putting Music in Multiplayer Maps

Post by x0v3rKiLx » Sun Aug 28, 2011 9:17 am

No luck there =/ Set any variable that looked like the distance to 9999 and I still get that fading effect as I move away from the teleporter =/ I still haven't permutated the sound file and I know i should since its 10 mins long. Again I need to know how to do that on the mac
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Re: Putting Music in Multiplayer Maps

Post by Sparky » Sun Aug 28, 2011 9:20 am

x0v3rKiLx wrote:i imported the music as a 9:57 mix of different tracks from Halo CE that I thought made good firefight music.
x0v3rKiLx wrote:...lol...totally irrelevant steps, as I do not own Halo PC or Custom Edition -_____-
Halo CE = Halo Custom Edition, at least in discussions about modding the game.

I can convert music files per request. Send me a link to the music file(s), and I'll send you the Eschaton lsnd tags that you would recursively import into your expanded map file.
Mgalekgolo wrote:You want to go into the lsnd tag or snd! tag and theres a float or something for how far the sound goes in world units. make it 9999 or something.
This will work. You need to change the minimum and maximum distance in the snd! tag using Sparky's Plugins. (http://tools.halodemomods.com/ under the Eschaton section.)
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Re: Putting Music in Multiplayer Maps

Post by x0v3rKiLx » Sun Aug 28, 2011 9:28 am

Thanks alot, I'll upload the music file to mediafire and send you the link the moment it finishes. :)
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Re: Putting Music in Multiplayer Maps

Post by Sparky » Sun Aug 28, 2011 1:37 pm

You're welcome.
Either you are groping for answers, or you are asking God and listening to Jesus.

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Re: Putting Music in Multiplayer Maps

Post by x0v3rKiLx » Sun Aug 28, 2011 4:42 pm

Well the music worked and played well without interruption, but the mod still crashes from time to time on rare occasions, something I want to avert. I'm going to release the mod without music for now and maybe consider picking up the idea of music again in a later build. Thanks for all your help guys!
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Re: Putting Music in Multiplayer Maps

Post by Sparky » Mon Aug 29, 2011 5:09 am

That's a really creative idea.

...why do I hear the flood at 4:00?

The bitmask32 flags in the snd! tags should help. You're using my plugins, right?

Also, only use "music" as an enum16 if it's actually background music. Otherwise, use a variety of different enum16s for sounds you expect to be playing simultaneously, so the engine knows to not override them. And check your distance values so that the sound doesn't clip, but fades with distance (use a different minimum and maximum distance value).
Either you are groping for answers, or you are asking God and listening to Jesus.

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