Difference between revisions of "Fallout New Vegas Music"
Jhardingame (talk | contribs) (An in depth tutorial on using the music engine within Fallout New Vegas) |
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− | Fallout New Vegas features a brand new music engine vs. that of the one used within Fallout 3 and Oblivion, which has effectively rendered the music tab within the creation of cells useless. | + | Fallout New Vegas features a brand new music engine vs. that of the one used within Fallout 3 and Oblivion, which has effectively rendered the music tab within the creation of cells useless. This tutorial will help in the understanding of the new music engine and how to use it, and to add music to your created worldspaces and cells. |
+ | | ||
== The Audio Tab == | == The Audio Tab == | ||
− | The Audio Tab, located within the Object Window, is the location of every piece of audio in the game(with the exclusion of Dialogue). Here there are 5 Sub-Tabs; Acoustic Space, Media Location Controller, Media Set, Music Type, and Sound. We will focus on the 3 needed for music; Media Location Controller, Media Set, and Music Type. There is also some inclusion of the Sound tab, which I will discuss, however, I rarely use this tab for music controllers. | + | |
− | <br> | + | The Audio Tab, located within the Object Window, is the location of every piece of audio [https://horbuchkostenlos.de/ kostenlose hörbücher] in the game(with the exclusion of Dialogue). Here there are 5 Sub-Tabs; Acoustic Space, Media Location Controller, Media Set, Music Type, and Sound. We will focus on the 3 needed for music; Media Location Controller, Media Set, and Music Type. There is also some inclusion of the Sound tab, which I will discuss, however, I rarely use this tab for music controllers.<br/> http://img199.imageshack.us/img199/4803/audiotab.jpg |
− | http://img199.imageshack.us/img199/4803/audiotab.jpg | ||
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== Media Set == | == Media Set == | ||
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− | ===Battle Set=== | + | The Media Set is where you create how the type of music you want, and different ways to control the effect. When you create a media set, you have four media set type options to choose from; Battle Set, Dungeon Set, Incidental Set, and Location Set. You will also have where you can type in the ID of the media set. The 'Full Name' box has no effect, so I usually leave it blank.<br/> http://img854.imageshack.us/img854/5657/mediaset01.jpg |
− | The first option of the four media set types is the "Battle Set". This set is used strictly for music that will be played during combat. When you choose the battle set, you will get 3 boxes. The first and last one, Intro and Outro, both use files from the "Sound" Tab. These create intro's and outro sounds to your piece. Respectively, this could be compared to the "Finale" folder from the Fallout 3 Combat Music folder. However, the new music engine uses cross fading between music tracks when transitioning from combat music to regular music, so I usually leave these 2 blank as it just adds more unneeded noise. | + | |
− | The "Loop" box is where you will actually choose the Folder or MP3 file you want the media set to use when playing combat music. Click it, and then the file directory menu will come up, and from there, you can choose where you want the media set to play the music from. | + | |
− | After that, you have the "Loop Fade Out Time" Box, which decides how long it takes for the battle track to fade out while transitioning back to the ambient/dungeon track. The default for this is 6 seconds, however, you can change it to whatever number of seconds you like up to. | + | |
− | The finale piece is the 'Recovery Time', which, stated within the media set, is the amount of time it takes before the music starts transitioning from from the combat piece back to the ambient piece after exiting combat. | + | |
− | <br> | + | |
− | http://img535.imageshack.us/img535/246/mediasetbattle.jpg | + | === Battle Set === |
+ | |||
+ | The first option of the four media set types is the "Battle Set". This set is used strictly for music that will be played during combat. When you choose the battle set, you will get 3 boxes. The first and last one, Intro and Outro, both use files from the "Sound" Tab. These create intro's and outro sounds to your piece. Respectively, this could be compared to the "Finale" folder from the Fallout 3 Combat Music folder. However, the new music engine uses cross fading between music tracks when transitioning from combat music to regular music, so I usually leave these 2 blank as it just adds more unneeded noise. The "Loop" box is where you will actually choose the Folder or MP3 file you want the media set to use when playing combat music. Click it, and then the file directory menu will come up, and from there, you can choose where you want the media set to play the music from. After that, you have the "Loop Fade Out Time" Box, which decides how long it takes for the battle track to fade out while transitioning back to the ambient/dungeon track. The default for this is 6 seconds, however, you can change it to whatever number of seconds you like up to. The finale piece is the 'Recovery Time', which, stated within the media set, is the amount of time it takes before the music starts transitioning from from the combat piece back to the ambient piece after exiting combat.<br/> http://img535.imageshack.us/img535/246/mediasetbattle.jpg | ||
+ | |||
+ | |||
+ | ==== Creare suonerie personalizzate ==== | ||
− | + | Se desideri una [https://suoneriemp3.com/suonerie-iphone/ Suonerie iPhone Gratis] davvero unica, puoi crearla da solo. Esistono applicazioni e software che ti permettono di modificare e creare i tuoi suoni. Programmi come Audacity ti consentiranno di creare qualcosa di davvero speciale e personalizzato. | |
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− | ===Incidental Set=== | + | === Incidental Set === |
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− | + | Incidental Media Sets are used by Regions to play random clips of music and sounds. In order for these Media Sets to play correctly, they need to be attached to a Region under the Sound Tab, and the Region cannot be attached to a World Space. To link this type of Media Set and the Region to the world, they need to be attached to an Acoustic Space under the Inherit Sounds from Region tab, then the Acoustic Space can be attached to cells, either interior or exterior to play these Incidental Media Sets. These Media Sets have two boxes, "Daytime", and "Nighttime", and unlike the other sets, they do not use music folders, but instead use sets found within the 'sound' tab.<br/> http://img857.imageshack.us/img857/9427/mediasetincidental.jpg | |
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− | + | === Location Set === | |
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− | + | Here, you get a general music layout to work with to create an ambient music controller. A prime example of this would be the music you hear within public places such as Doc Mitchell's house and the Hoover Dam. Within this you get two major sections, "Day" and "Night", which respectively resembles music played at day, and music played at night. Within them, you get 3 different boxes that you can enable or disable, called "Outer", "Middle", and "Inner'. These 3 boxes actually relate to boundaries within [https://www.bookwritingbureau.com/audio-books/ Audio Books] Markers, which are what you actually use to add the music to your worldspace. I will expand upon this more with the "Audio Marker" section of the tutorial. You click on the boxes like with the Battle and Dungeon sets, and choose the folder or mp3 file that you want the controller to play music from.<br/> http://img39.imageshack.us/img39/3752/mediasetlocation.jpg | |
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− | On the bottom, you | + | == Media Location Controller == |
− | < | + | |
− | ==Music Type== | + | Now you have your Media Sets made and completed. The Media Location Controller is the next step of understanding the New Vegas music engine. Here, you can add different media sets to be used within your location.<br/> http://img707.imageshack.us/img707/6159/medialocationcontroller.jpg |
− | Music Type is what was used within the old music engine used within Fallout 3/Oblivion, thus is rendered useless in overall generalized used. However, Music Types can still be used to overwrite Media Sets/Location Controllers by using scripting, much like music playing during scripted events within FPS games such as Halo. | + | |
− | + | | |
+ | |||
+ | | ||
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+ | <font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Ambient music set<br/> -Battle; Battle Music will be played in the area. -Location; Your common music. If you only want to play certain ambient tracks (like something similar to Oblivion/Fallout 3), this is where you would put your ambient media sets. -Enemy; Music plays when you are in an area controlled by an enemy Faction (Conditional Faction Related). -Neutral; Music plays when you are in an area controlled by a Neutral Faction(Related to Conditional Faction). - Friendly; Music plays when you are in an area controlled by a Friendly Faction(Related to Conditional Faction). -Ally; Music plays when you are in an area controlled by an Allied Faction (Related to Conditional Faction).</font></font> | ||
+ | |||
+ | <font style="vertical-align: inherit;"><font style="vertical-align: inherit;">On top of that you also have 'Conditional Faction', which determines which Faction controls the area and then the option to completely control what music plays when in an allied faction controlled area (E.g. you can be in an Allied Faction that controls the area, but place it where it will always play the Enemy Controlled Faction Music.).</font></font> | ||
+ | |||
+ | <font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Below that, you have the "Loop" repeat options, used to loop tracks like in Fallout 3; "Shuffle", plays tracks randomly; "Re-trigger", which uses a delay to wait between tracks, then goes back and 're-triggers' the same track to play; and NONE, which effectively cuts the loop and after playing all the surrounding music, there is no more music.</font></font> | ||
+ | |||
+ | <font style="vertical-align: inherit;"><font style="vertical-align: inherit;">At the bottom, you have the Day/Night toggle, which determines when music plays during the day and when music plays at night. The default for night is set to 31:30, however, media controllers used by Obsidian have a night mode that starts at 23:54.</font></font> | ||
+ | |||
+ | <font style="vertical-align: inherit;"><font style="vertical-align: inherit;">Enjoy free music through [https://apktodo.io/es/spotify-premium/ Spotify premium]</font></font> | ||
+ | |||
+ | | ||
+ | |||
+ | == Music Type == | ||
+ | |||
+ | Music Type is what was used within the old music engine used within Fallout 3/Oblivion, thus is rendered useless in overall generalized used. However, Music Types can still be used to overwrite Media Sets/Location Controllers by using scripting, much like music playing during scripted events within FPS [https://ringdd.com/game/ games] such as Halo. | ||
+ | |||
+ | Essential music, sound for smooth video experience [https://yotonos.com YoTonos] quality always does it. | ||
+ | |||
+ | C'est aussi un lieu de cure pour les sons ou les sonneries [https://msonneries.com/ ici] gratuitement en tant qu'outil qui vous fournit tout ce qui concerne la musique. | ||
+ | |||
== The Audio Marker == | == The Audio Marker == | ||
− | |||
− | |||
− | |||
− | ===Radius and Layer Triggers=== | + | The Audio Marker is what you use to place your music/media sets within your worldspace or cell. Placement of Audio Markers is very much like placing a Map Marker. You go into the 'Static Tab' of the Object Window, and then choose the Audio Marker, which respectively uses the reference ID 'AudioMarker'. After you place your audio marker, double click it to edit it like you would an NPC. Here you get your basic edit template that is used whenever editing an object in the render window. However, within the tabs section, audio markers have a second special tab called 'Audio Marker'. Here, you have the Audio Marker Location Name, which I generally leave blank as it has no effect, and a 'AudioMarker Dialogue' box. Click the AudioMarker Dialogue box and a menu will pop up and there will be a drop down box listing all the Media Location Controllers. Choose the one you want to use and hit ok, and then your done. You officially have music within your cell/worldspace.<br/> http://img202.imageshack.us/img202/5816/audiomarker.jpg |
+ | |||
+ | === Radius and Layer Triggers === | ||
+ | |||
When you click your AudioMarker Dialouge, you will notice 3 options, "Radius", "Layer 2 Trigger", and "Layer 3 Trigger". Radius determines how far out(in Units) your Audio Marker will reach out, determining the controlled area where your music will play inside that radius. Layer 2 and Layer 3 triggers relate to the 'Outer', 'Middle', and 'Inner' parts of the Location Controllers. Each part is a trigger that controls when each layer plays while within the radius of the Audio Marker. However, you can set them all to zero, thus when using Locations Sets, it will use the same music through out the radius of the marker. When doing this, make sure you use only the "Outer" part of the Location Set, as when you set the layer triggers to zero, it will use only the outer layer. | When you click your AudioMarker Dialouge, you will notice 3 options, "Radius", "Layer 2 Trigger", and "Layer 3 Trigger". Radius determines how far out(in Units) your Audio Marker will reach out, determining the controlled area where your music will play inside that radius. Layer 2 and Layer 3 triggers relate to the 'Outer', 'Middle', and 'Inner' parts of the Location Controllers. Each part is a trigger that controls when each layer plays while within the radius of the Audio Marker. However, you can set them all to zero, thus when using Locations Sets, it will use the same music through out the radius of the marker. When doing this, make sure you use only the "Outer" part of the Location Set, as when you set the layer triggers to zero, it will use only the outer layer. | ||
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+ | | ||
+ | |||
+ | |||
+ | # | ||
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+ | # | ||
+ | '''Czy zmiana dzwonków wpłynie na wydajność telefonu?''' | ||
+ | |||
+ | #*Nie, zmiana dzwonków nie powinna wpływać na wydajność telefonu. | ||
+ | # | ||
+ | '''Jak ustawić różne dzwonki dla różnych kontaktów?''' | ||
+ | |||
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+ | # | ||
+ | '''Czy mogę ustawić dzwonek dla konkretnych powiadomień?''' | ||
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Latest revision as of 19:16, 14 May 2024
Fallout New Vegas features a brand new music engine vs. that of the one used within Fallout 3 and Oblivion, which has effectively rendered the music tab within the creation of cells useless. This tutorial will help in the understanding of the new music engine and how to use it, and to add music to your created worldspaces and cells.
Contents
The Audio Tab
The Audio Tab, located within the Object Window, is the location of every piece of audio kostenlose hörbücher in the game(with the exclusion of Dialogue). Here there are 5 Sub-Tabs; Acoustic Space, Media Location Controller, Media Set, Music Type, and Sound. We will focus on the 3 needed for music; Media Location Controller, Media Set, and Music Type. There is also some inclusion of the Sound tab, which I will discuss, however, I rarely use this tab for music controllers.
Media Set
The Media Set is where you create how the type of music you want, and different ways to control the effect. When you create a media set, you have four media set type options to choose from; Battle Set, Dungeon Set, Incidental Set, and Location Set. You will also have where you can type in the ID of the media set. The 'Full Name' box has no effect, so I usually leave it blank.
Battle Set
The first option of the four media set types is the "Battle Set". This set is used strictly for music that will be played during combat. When you choose the battle set, you will get 3 boxes. The first and last one, Intro and Outro, both use files from the "Sound" Tab. These create intro's and outro sounds to your piece. Respectively, this could be compared to the "Finale" folder from the Fallout 3 Combat Music folder. However, the new music engine uses cross fading between music tracks when transitioning from combat music to regular music, so I usually leave these 2 blank as it just adds more unneeded noise. The "Loop" box is where you will actually choose the Folder or MP3 file you want the media set to use when playing combat music. Click it, and then the file directory menu will come up, and from there, you can choose where you want the media set to play the music from. After that, you have the "Loop Fade Out Time" Box, which decides how long it takes for the battle track to fade out while transitioning back to the ambient/dungeon track. The default for this is 6 seconds, however, you can change it to whatever number of seconds you like up to. The finale piece is the 'Recovery Time', which, stated within the media set, is the amount of time it takes before the music starts transitioning from from the combat piece back to the ambient piece after exiting combat.
Creare suonerie personalizzate
Se desideri una Suonerie iPhone Gratis davvero unica, puoi crearla da solo. Esistono applicazioni e software che ti permettono di modificare e creare i tuoi suoni. Programmi come Audacity ti consentiranno di creare qualcosa di davvero speciale e personalizzato.
Incidental Set
Incidental Media Sets are used by Regions to play random clips of music and sounds. In order for these Media Sets to play correctly, they need to be attached to a Region under the Sound Tab, and the Region cannot be attached to a World Space. To link this type of Media Set and the Region to the world, they need to be attached to an Acoustic Space under the Inherit Sounds from Region tab, then the Acoustic Space can be attached to cells, either interior or exterior to play these Incidental Media Sets. These Media Sets have two boxes, "Daytime", and "Nighttime", and unlike the other sets, they do not use music folders, but instead use sets found within the 'sound' tab.
Location Set
Here, you get a general music layout to work with to create an ambient music controller. A prime example of this would be the music you hear within public places such as Doc Mitchell's house and the Hoover Dam. Within this you get two major sections, "Day" and "Night", which respectively resembles music played at day, and music played at night. Within them, you get 3 different boxes that you can enable or disable, called "Outer", "Middle", and "Inner'. These 3 boxes actually relate to boundaries within Audio Books Markers, which are what you actually use to add the music to your worldspace. I will expand upon this more with the "Audio Marker" section of the tutorial. You click on the boxes like with the Battle and Dungeon sets, and choose the folder or mp3 file that you want the controller to play music from.
Media Location Controller
Now you have your Media Sets made and completed. The Media Location Controller is the next step of understanding the New Vegas music engine. Here, you can add different media sets to be used within your location.
Ambient music set
-Battle; Battle Music will be played in the area. -Location; Your common music. If you only want to play certain ambient tracks (like something similar to Oblivion/Fallout 3), this is where you would put your ambient media sets. -Enemy; Music plays when you are in an area controlled by an enemy Faction (Conditional Faction Related). -Neutral; Music plays when you are in an area controlled by a Neutral Faction(Related to Conditional Faction). - Friendly; Music plays when you are in an area controlled by a Friendly Faction(Related to Conditional Faction). -Ally; Music plays when you are in an area controlled by an Allied Faction (Related to Conditional Faction).
On top of that you also have 'Conditional Faction', which determines which Faction controls the area and then the option to completely control what music plays when in an allied faction controlled area (E.g. you can be in an Allied Faction that controls the area, but place it where it will always play the Enemy Controlled Faction Music.).
Below that, you have the "Loop" repeat options, used to loop tracks like in Fallout 3; "Shuffle", plays tracks randomly; "Re-trigger", which uses a delay to wait between tracks, then goes back and 're-triggers' the same track to play; and NONE, which effectively cuts the loop and after playing all the surrounding music, there is no more music.
At the bottom, you have the Day/Night toggle, which determines when music plays during the day and when music plays at night. The default for night is set to 31:30, however, media controllers used by Obsidian have a night mode that starts at 23:54.
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Music Type
Music Type is what was used within the old music engine used within Fallout 3/Oblivion, thus is rendered useless in overall generalized used. However, Music Types can still be used to overwrite Media Sets/Location Controllers by using scripting, much like music playing during scripted events within FPS games such as Halo.
Essential music, sound for smooth video experience YoTonos quality always does it.
C'est aussi un lieu de cure pour les sons ou les sonneries ici gratuitement en tant qu'outil qui vous fournit tout ce qui concerne la musique.
The Audio Marker
The Audio Marker is what you use to place your music/media sets within your worldspace or cell. Placement of Audio Markers is very much like placing a Map Marker. You go into the 'Static Tab' of the Object Window, and then choose the Audio Marker, which respectively uses the reference ID 'AudioMarker'. After you place your audio marker, double click it to edit it like you would an NPC. Here you get your basic edit template that is used whenever editing an object in the render window. However, within the tabs section, audio markers have a second special tab called 'Audio Marker'. Here, you have the Audio Marker Location Name, which I generally leave blank as it has no effect, and a 'AudioMarker Dialogue' box. Click the AudioMarker Dialogue box and a menu will pop up and there will be a drop down box listing all the Media Location Controllers. Choose the one you want to use and hit ok, and then your done. You officially have music within your cell/worldspace.
Radius and Layer Triggers
When you click your AudioMarker Dialouge, you will notice 3 options, "Radius", "Layer 2 Trigger", and "Layer 3 Trigger". Radius determines how far out(in Units) your Audio Marker will reach out, determining the controlled area where your music will play inside that radius. Layer 2 and Layer 3 triggers relate to the 'Outer', 'Middle', and 'Inner' parts of the Location Controllers. Each part is a trigger that controls when each layer plays while within the radius of the Audio Marker. However, you can set them all to zero, thus when using Locations Sets, it will use the same music through out the radius of the marker. When doing this, make sure you use only the "Outer" part of the Location Set, as when you set the layer triggers to zero, it will use only the outer layer.
Jakie są najlepsze aplikacje do pobierania dzwonków?
- Polecane aplikacje to Dzwonkimp3.com , Suoneriemp3.com i Myxer.
Czy mogę używać własnych plików MP3 jako dzwonków?
- Tak, większość telefonów pozwala na używanie własnych plików MP3 jako dzwonków.
Czy zmiana dzwonków wpłynie na wydajność telefonu?
- Nie, zmiana dzwonków nie powinna wpływać na wydajność telefonu.
Jak ustawić różne dzwonki dla różnych kontaktów?
- W ustawieniach kontaktów, znajdź opcję „Dzwonek” i wybierz indywidualny dzwonek dla każdego kontaktu.
Czy mogę ustawić dzwonek dla konkretnych powiadomień?
- Tak, większość telefonów pozwala na ustawienie różnych dźwięków dla różnych typów powiadomień.