Changing the round win music


(G0-Gerbil) #1

Is it possible, and if so, how?
Bar overwriting the standard ones, that is.
Playing them concurrently (in timelimit_hit or your end_round playing music ain’t quite the same) isn’t what I’m after - it’s a pure replacement.

… Help me, I’m ignorant!


(chavo_one) #2

I’m afraid it’s just not possible.

However, in Venice, the endround was delayed for 9 seconds while the custom music played. Then the round ended like normal and you heard the regular music.


	trigger allies_win
	{
		wm_setwinner	1
		wm_announce "Allied team escaped with the Relic!"

		wm_teamvoiceannounce 0 "venice_axis_end"
		wm_teamvoiceannounce 1 "venice_allies_end"

		wm_objective_status 5 0 2
		wm_objective_status 5 1 1

		wait 9000
		wm_endround
	}


(Drakir) #3

Have you tried with a longer sound that starts one second before the map ends? As ET only has 2 channels for playing sound perhaps the default sounds would not be heard and the new sounds played instead? Just a thought…might be worth a try…


(MadJack) #4

I think the default sound would cut the custom one out since it started before. I think what would be feasible is to be able to start a couple of milisecs after the default sound starts effectively cutting it. But it might not start exactly at that time and it might sound weird to have the default sound cut off…


(chavo_one) #5

They will both play at the same time because they are not played on the same channels. The teamvoiceannounce is played on CHAN_AUTO while the end round music is played on CHAN_LOCAL_SOUND.

And by the way, ET has many more than 2 sound channels.

typedef enum {
	CHAN_AUTO,
	CHAN_LOCAL,		// menu sounds, etc
	CHAN_WEAPON,
	CHAN_VOICE,
	CHAN_ITEM,
	CHAN_BODY,
	CHAN_LOCAL_SOUND,	// chat messages, etc
	CHAN_ANNOUNCER,		// announcer voices, etc
	CHAN_VOICE_BG,	// xkan - background sound for voice (radio static, etc.)
} soundChannel_t;