I got the same problem age ago. Import the file from the "C:/stimNoSlow.wav", it should work now.
AO-DM-TrainingDay
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Originally posted by Hybrid View PostWith NoData's tip, everything works fine when I put it into AO-ReactorCoreSpeshul.
May I assume that your AoMissionInfo Properties does contain the line:
Code:CustomStimTheme Sound'myLevel.stimNoSlow'
Umm, its actually in a folder,
"Sound'mylevel.stim.stimNoSlow' or something.
I'll take it out the folder thenYour order has been dispatched!
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Originally posted by Hybrid View PostI was trying to avoid asking for this, but can you provide the map in question? (by e-mail: hybridemail (tA) gmail (toD) com -- if you're paranoid about everyone downloading an incomplete map)
We cannot rule out... user error.
Sure I'll email you it.Your order has been dispatched!
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Okay, the problem is that the Briefing/Loadout music is playing in the level; the stim tune won't play over level music (see Mercury, BehemothTournament, etc.)
Fun fact: late-joining spectators will be able to hear stim music, because the level music won't be playing for them if the players have already triggered it.
I don't have any experience in fixing something like this though. It's either in an option somewhere that you inadvertantly changed (or didn't change?), or you'll have to set up an trigger next to Player 1's start location that will immediately end music as soon as the level starts. But that seems kind of silly -- I'm quite sure that No Music is the default.
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Originally posted by Hybrid View PostOkay, the problem is that the Briefing/Loadout music is playing in the level; the stim tune won't play over level music (see Mercury, BehemothTournament, etc.)
Fun fact: late-joining spectators will be able to hear stim music, because the level music won't be playing for them if the players have already triggered it.
I don't have any experience in fixing something like this though. It's either in an option somewhere that you inadvertantly changed (or didn't change?), or you'll have to set up an trigger next to Player 1's start location that will immediately end music as soon as the level starts. But that seems kind of silly -- I'm quite sure that No Music is the default.
Ill take Sulfure as an example; The custom stim music work all the map, cause the ambiance song is called;
"AoSulfureAmbianceMusicAllowStim.ogg"
That song start only when you cross the door of the east platform and you enter the plant. The custom stim music work with or without the music trigger activated. Thats what "AllowStim" do.
But when you do the final battle, its another song;
"AoSulfureEndBattleMusic.ogg"
That song enabled without the "AllowStim" stop the custom stim, and cause the second music file used to slow down insted of starting the custom stim.
Good luck! Hope that will help.
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Another miraculous save by ND!
Dont remove the song, just add "AllowStim" at the end. Should work perfectly now.
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Originally posted by Moses2k View Post< Navy
Glad you got that sorted, I was going to suggest the 8-bit mono problem and the directory problem, but I'm waaay too late
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