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Adding new music into the game

Tutorial for Battle for Middle-earth BFME, Battle for Middle-earth II BFME 2, Battle for Middle-earth II: Rise of the Witch-king ROTWK

Avatar of {AE}Manveru

{AE}Manveru

Category: Other
Level: Intermediate
Created: Wednesday September 2, 2009 - 12:09
Updated: Wednesday November 4, 2009 - 13:51
Views: 6731
Summary: How to add new music files into the game

Rating

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3.7

Members say

4.3

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4.0/5.0

7 votes

Page 1 2
Thanks to Sul for the content on this page.

BfMe2 provides another feature, the Multisound. You can add several tracks with different 'weights' and a control line. Here is an Example:


              
Code
Multisound BaseBuildingElvenMusic
Control = PLAY_ONE
Subsounds = BaGood02 BaGood05 BaGood09 BaGood12 BaGood34
Subsounds = BaGood04 BaGood07 BaGood08 BaGood10 BaGood11 BaGood14 BaGood15 BaGood16 BaGood17 BaGood18
Subsounds = BaGood30 BaGood31 BaGood32 BaGood33 BaGood35 BaGood36 BaGood38 BaGood39 BaGood41
Subsounds = R_BbGood113 ;panflute theme
Subsounds = R_BbGood101 R_BbGood106 R_BbGood107 R_BbGood110 R_BbGood111 R_BbGood112 R_BbGood118
End



The new multisounds are referenced in exactly the same place as the 'single' tracks from BfMe1; in the 'music'-library (accessible by WorldBuilder).
For BfMe2 and RotWK you don't actually need to access the library to add your new track.
Just add your newly defined track to one of the following Multisounds as a 'Subsound':

--- for Menu music ---

              
Code
Multisound Credits
Multisound Shell
Multisound ShellLowLOD
Multisound Shell2Music
Multisound Shell2MusicForLoadScreen
Multisound LivingWorldMusic




--- for Faction specific game music (this is Elves, the other factions have their own Multisounds) ---

              
Code
Multisound BaseBuildingElvenMusic
Multisound ExploreElvenMusic
Multisound Explore2ElvenMusic



--- for good&evil specific battle music ---


              
Code
Multisound ActionGoodMusic
Multisound TriumphalGoodMusic
Multisound ActionEvilMusic
Multisound TriumphalEvilMusic

Credits

SulherokhhBFME/RotWK Multisounds (Page 2)

Comments

Display order: Newest first

Sulherokhh (Team Chamber Member) - Sunday October 4, 2009 - 13:21

Hi {AE}Manveru! You could add the following expanding lines (if you like) and also ad the 'BfMe2' and 'RotWK' tags to your tutorial:


BfMe2 provides another feature, the Multisound. You can add several tracks with different 'weights' and a control line. Here is an Example:

              
Code
Multisound BaseBuildingElvenMusic
Control = PLAY_ONE
Subsounds = BaGood02 BaGood05 BaGood09 BaGood12 BaGood34
Subsounds = BaGood04 BaGood07 BaGood08 BaGood10 BaGood11 BaGood14 BaGood15 BaGood16 BaGood17 BaGood18
Subsounds = BaGood30 BaGood31 BaGood32 BaGood33 BaGood35 BaGood36 BaGood38 BaGood39 BaGood41
Subsounds = R_BbGood113                                                        ;panflute theme
Subsounds = R_BbGood101 R_BbGood106 R_BbGood107 R_BbGood110 R_BbGood111 R_BbGood112 R_BbGood118
End


The new multisounds are referenced in exactly the same place as the 'single' tracks from BfMe1; in the 'music'-library (accessible by WorldBuilder).
For BfMe2 and RotWK you don't actually need to access the library to add your new track.
Just add your newly defined track to one of the following Multisounds as a 'Subsound':

--- for Menu music ---
              
Code
Multisound Credits
Multisound Shell
Multisound ShellLowLOD
Multisound Shell2Music
Multisound Shell2MusicForLoadScreen
Multisound LivingWorldMusic



--- for Faction specific game music (this is Elves, the other factions have their own Multisounds) ---
              
Code
Multisound BaseBuildingElvenMusic
Multisound ExploreElvenMusic
Multisound Explore2ElvenMusic


--- for good&evil specific battle music ---

              
Code
Multisound ActionGoodMusic
Multisound TriumphalGoodMusic
Multisound ActionEvilMusic
Multisound TriumphalEvilMusic

Valaquenta10 - Tuesday September 22, 2009 - 12:58

Good job. I was thinking to write a tutorial about music for my friend , instead I'll give him this .

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