Adding Music: Difference between revisions

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| MusicFadeOutTime || Float || The number of seconds it takes for 'ObjectiveInProgressMusic' to reach zero volume once it stops playing.
| MusicFadeOutTime || Float || The number of seconds it takes for 'ObjectiveInProgressMusic' to reach zero volume once it stops playing.
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| bStopMusicOnCompletion || Bool || If true, this Objective will only play a music track while it is the currently active objective and will stop playing it when the objective completes.  You may want to set this false if you are transitioning into dialogue after an objective instead of going directly to the next objective.
| bStopMusicOnCompletion || Bool || If true, this objective will only play a music track while it is active and will stop playing it when the objective completes.  You may want to set this false if you are transitioning into dialogue after an objective instead of going directly to the next objective.
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[http://wiki.tripwireinteractive.com/index.php?title=Creating_Objectives Back]

Latest revision as of 16:51, 6 November 2013

In Objective Mode, the music which plays is determined by the currently active objective. Each objective actor has a collapsible category called 'Objective_Audio' which contains a variety of settings relevant to playing music and transitioning between tracks.

Select the objective you would like to play music for and expand the 'Objective_Audio' rollout. You will see the following properties.


Configurable Properties

Variable Name Variable Type Description
ObjectiveInProgressMusic Localized String This is the name of the .ogg file you want to play from the \music folder. You do not need to include the extension, just the name of the file itself.
MusicFadeInTime Float The number of seconds it takes for 'ObjectiveInProgressMusic' to reach full volume once it starts playing. Set a value of '0' if you want it to be instant.
MusicFadeOutTime Float The number of seconds it takes for 'ObjectiveInProgressMusic' to reach zero volume once it stops playing.
bStopMusicOnCompletion Bool If true, this objective will only play a music track while it is active and will stop playing it when the objective completes. You may want to set this false if you are transitioning into dialogue after an objective instead of going directly to the next objective.

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