UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

Custom main menu music is not playing

broken avatar :(
Created 9 years ago
by TheInfamous089
0 Members and 2 Guests are viewing this topic.
3,668 views
broken avatar :(
×
broken avatar :(
Location: esSpain
Date Registered: 6 June 2013
Last active: 9 years ago
Posts
6
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
×
Hi, I followed the tutorial on the wiki perfectly but the song is not playing when I launch my mod, it still appears the default one.

I don't know where the problem could be, I extracted one channel from a song, edited it a bit and exported as WAV (Microsoft) format with Unsigned 8-Bit PCM. I cleared the tags and moved the file to "root/sound_assets/Raw/sound/music_mainmenu". Renamed it as "garbar_loop". Next i created the menu_music.csv in "root/raw/soundaliases" copying all the stuff of the box in the tutorial.

Ctrl+A to what i have in my csv just in case there's anything missing:
Code Snippet
Plaintext
name,file,platform,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,,isbig

music_mainmenu,music_mainmenu\garbar_loop.wav,,,0.6,0.6,,,,,,,music,,,0,,,,,,,2d,streamed,,looping,,all_sp,,,,,,music_all,,,,,,0,,,,,,100,100,0.25,1,,


Next I added the sound to my mod adding the following at the bottom:

Code Snippet
Plaintext
// Zombie Mode Stuff
include,zombiemode
include,zombiemode_dogs
// Zombie Mode Strings
localize,zombie
// Mod Strings
localize,mod
stringtable,maps/mapsTable.csv
// Edited Loadout For Zombie Heroes
rawfile,maps\_loadout.gsc
// Edited LastStand For Deep Water Like Sumpf
rawfile,maps\_laststand.gsc
// Edited For Developer_Script
rawfile,maps\_debug.gsc
material,hitmarker
sound,zombie_hitmarker_byTheSuzho,,all_sp
fx,env/fire/fx_fire_brush_smolder_sm
sound,menu_music,,all_sp

Build mod.ff Fastfile and Sounds and got this error:

http://gyazo.com/a9e3933bd0473daec5eb9e483588f65b
Note: There's the sound in the IWD list because I obviously tried before but I've unchecked for now.

I don't know if this error is normal when converting sounds but anyways it's not the first time i've seen it. Next I navigated to "root/raw/sound/music_mainmenu" and there was a garbar_loop file in it (this last time it was the second time I have done all this so obviously the file was going to be there). Opened the file and the quality is pretty bad and has a lot of noise, but this is not after converting it through Launcher it's since I converted it to wav before. The size of two files is practically the same, 3,27MB before and 3,58MB after converting the sound.

Finally I've checked the sound in my IWD list (replaced again with the converted) and build the mod checking Build mod.ff Fastfile and IWD File. Passed the Project Mover and tested but no way, when I load my mod it stills appearing the default boring one. :alone:

Properties of the files:

http://gyazo.com/b93b1ca9194771cc32f73ffa7ae62e92
http://gyazo.com/7e6c9ec90c04e2cb1ad5b6131493b145
http://gyazo.com/d5478c97cdd6f728e4557041e8da6719

So maybe someone could help me, and thanks.  :) :)

Double Post Merge: February 16, 2015, 03:37:32 am
Discovered one thing: I can listen the sound if don't use the Project Mover, but then the mod is unplayable, when I do the step of moving those two files with the program the mod is loading good with my custom menu image but then instead it's playing the default.
Last Edit: February 16, 2015, 03:37:32 am by TheInfamous089
broken avatar :(
×
broken avatar :(
[UGX] Documentation Writer & Programmer
Location: usLos Angeles, CA
Date Registered: 23 August 2013
Last active: 7 months ago
Posts
1,322
Respect
Forum Rank
Zombie Colossus
Primary Group
UGX Team Member
My Groups
More
My Contact & Social Links
More
Personal Quote
(ง º ω º )ง u wont sum m8y?
Signature
Do not take life too seriously. You will never get out of it alive.
×
DidUknowiPwn's Groups
UGX Team Member
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
Make sure to sound is located in root/sound_assets/raw/path~ when you go through modsound it'll then place the sound in root/raw/sound/path~

Edit: Also copy the sound (root/raw/sound/path~) into your mods folder and build it into your IWD as streamed sounds need to be loaded by IWD rather than fastfile as it's not a loaded_sound asset :)
Last Edit: February 16, 2015, 05:12:22 pm by DidUknowiPwn
broken avatar :(
×
broken avatar :(
Location: esSpain
Date Registered: 6 June 2013
Last active: 9 years ago
Posts
6
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
×
Did you read the post? I described all the process and detailed where is the file before being converted and after. As the tutorial says. I checked how the sound is generated in root/raw/sound/music_mainmenu after deleted it just for check if it generates a new one when converting. I build the sound checking mod.ff and sounds and grabbed that new generated sound into my mod folder in root/mods/mapname/sound/music_mainmenu and rebuilded the mod checking mod.ff and mod iwd and checking the sound in the IWD list. As i said in the post before, is something with the project mover step (not what the program is already doing I mean) because I could listen my sound without doing the project mover step but my mod then was not playable and I got these alien text you know what i'm talking, but then I use project mover and got my mod playable with the stock music.

I don't want to sound rude but you told me what i've just said in the first post (as far as i understood your reply) my english is not perfect hehe  ;)
broken avatar :(
×
broken avatar :(
[UGX] Documentation Writer & Programmer
Location: usLos Angeles, CA
Date Registered: 23 August 2013
Last active: 7 months ago
Posts
1,322
Respect
Forum Rank
Zombie Colossus
Primary Group
UGX Team Member
My Groups
More
My Contact & Social Links
More
Personal Quote
(ง º ω º )ง u wont sum m8y?
×
DidUknowiPwn's Groups
UGX Team Member
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
Did you also replace the soundalias played from UI?
(menu files)
broken avatar :(
×
broken avatar :(
Location: esSpain
Date Registered: 6 June 2013
Last active: 9 years ago
Posts
6
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
×
I don't think so, I'm reading again the tutorial from the wiki and the only thing about soundaliases is creating that file "menu_music.csv" that goes in "root/raw/soundaliases". I'm reading also a GSC called main.menu in the directory "root/raw/ui" but I don't know what I have to replace there, if you can explain me a little bit what you meant with "replace the soundalias played from UI"? and thanks for you time maybe the solution is here  :D
broken avatar :(
×
broken avatar :(
[UGX] Documentation Writer & Programmer
Location: usLos Angeles, CA
Date Registered: 23 August 2013
Last active: 7 months ago
Posts
1,322
Respect
Forum Rank
Zombie Colossus
Primary Group
UGX Team Member
My Groups
More
My Contact & Social Links
More
Personal Quote
(ง º ω º )ง u wont sum m8y?
×
DidUknowiPwn's Groups
UGX Team Member
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Community Scripter Elite Has shown excellence and experience in the area of custom scripting in the UGX-Mods community.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
The files in root/raw/ui and ui_mp are not GSC scripts. They are menu files this is what I meant. Copy paste the main.menu and place the file in mods/modname/ui/ and rename the file to something like custom_main.menu. Open it then search for this string: music_mainmenu, replace all instances of music_mainmenu with your custom alias name. Save it then in the Launcher (for .menu files only) go to your mod tab add this to the mod.csv
Code Snippet
Plaintext
menufile,ui\custom_main.menu
sound,dukip_music,,all_sp
The code I put above, the 2nd line "dukip_music" is my own soundalias. Open your soundalias in Microsoft Excel find the loadspace column and add all_sp to it (if it doesn't already, if it has something all like all_mp then replace the csv property all_sp with whatever you have in it) and save it, it should pop-up saying something about format and comma delimiter press "yes" or save (forgot what it was) then you should be good to go.

Note: If you're overriding music_mainmenu alias then this will work the best, if not then you'll have to replace (almost) ALL instances of music_mainmenu from the menu/inc files and include them in your mod.
broken avatar :(
×
broken avatar :(
Location: esSpain
Date Registered: 6 June 2013
Last active: 9 years ago
Posts
6
Respect
Forum Rank
Legless Crawler
Primary Group
Member
My Contact & Social Links
More
×
Yeah sorry I called it a GSC file only because I'm still opening that kind of files with Notepad++ also as the GSC's. So I copied the "main.menu" located in "root/raw/ui" and placed in "root/mods/mapname/ui" and renamed it as "custom_main.menu". Replaced all instances of "music_mainmenu" to "custom_main" (3 instances I remember). Went to the Launcher and added to my mod.csv these two lines, changing "dukip_music" for "custom_main".

What I don't understand is what I have to open with Excel, my soundalias is "custom_main" as I said but I can't open my "custom_main.menu" in Excel  :o. The only file I can is "menu_music.csv" in "root/raw/soundaliases" (I don't think you are refeering to this one) but I can open it perfectly with Notepad++ and there's only one instance of "all_sp". No idea of which related file could be. Also in the "menu_music.csv" I change the start of the second line to "custom_main,custom_main\garbar_loop.wav,,," Gonna rebuild the mod but I don't think this will be enough, I wait for your answer and I have the Excel ready for it  :P

 
Loading ...