Restored Textscreen Music
kungfuhobbit
Member Posts: 169
in BG:EE Mods
@Ascension64
Does anyone know how to make this fine mod work for BGEE please?
http://www.shsforums.net/files/file/74-restored-textscreen-music-core-installation-package-9/
Does anyone know how to make this fine mod work for BGEE please?
http://www.shsforums.net/files/file/74-restored-textscreen-music-core-installation-package-9/
0
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Also, be sure to have an updated version of WeiDU. I changed the audio handling to WeiDU's HANDLE_AUDIO function (it takes advantage of the fact that BGEE can read Ogg Vorbis encoded files).
archive.zip
@Ascension64 - If you want to use any of the edits I made for BGEE compatibility in a future version of the mod, please be my guest.
Unfortunately it falls over on the second line of prologue screen 'It is an imposing fortress' by starting to play the music again over the top of what's already playing
The Textmusic mod presumes that there is no background music track, as was the case for BGT and Tutu. BGEE has apparently fixed this, so its playing the background music track along with the main track.
If you can figure out what the music file is for the background track, you could probably put a blank version in the override to silence it.
Unfortunately I cant find the call to the second purely instrumental sound file (CDAY1A.acm from the MUSIC subfolder of NI).
It's not done in CHPTXT0.2DA/ar2600.bcs/existing or new files added by the mod
It is an instrumental piece played in background at Wyrm's Crossing AR0900 so I cant simply blank it
How is ambient background music called by an area please? It doesn't seem to be from the AR0900.bcs
Thanks anyone who can help
http://gibberlings3.net/iesdp/file_formats/ie_formats/are_v1.htm#formAREAV1_0_Song_entries
That may be the same music, but I don't think its the same file. AR0900 is playing CDAY1A.acm, which has bird sounds with the music. Since there are no bird sounds in the prologue, the prologue music must be in a different file.
The original Textmusic mod homepage says "Since the music is hard-coded into Baldur's Gate or Baldur's Gate and Tales of the Sword Coast, this music was remixed into the narration sounds." So, it appears that this is not something that is moddable.
Just curious, but since the music plays on BGEE, why do you need the Textmusic mod at all?
Candlekeep AR2600.ARE and .bcs don't seem to help. Nor does renaming cday2.mus to cday1 and putting into override do anything - the same song plays. The IncrementChapter() function in AR2600.bcs seems to call the textscreen
There's a jarring 9 second delay for the music to begin without the mod.
Strangely, with the mod the second lot of music cant be heard until 20 seconds in
This is a very odd and frustrating situation