Chittering Clawbug Othello Posted September 11, 2005 Share Posted September 11, 2005 Is there anyway to add sound/music to a scenario maybe using the custom data file? Forgive me if it says this in the editor documentation, but im using a different comp right now. Link to comment Share on other sites More sharing options...
Magnificent Ornk Drakefyre Posted September 11, 2005 Share Posted September 11, 2005 No. Link to comment Share on other sites More sharing options...
Chittering Clawbug Othello Posted September 11, 2005 Author Share Posted September 11, 2005 Thank you. Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted September 11, 2005 Share Posted September 11, 2005 It is technically possible, but it is completely unsupported and not recommended unless you really need to and know what you're doing. Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted September 12, 2005 Share Posted September 12, 2005 Quote: Originally written by Kelandon:It is technically possible, but it is completely unsupported and not recommended unless you really need to and know what you're doing. Intriguing. Could one possibly alert me as to how one could do this? An email or web-link would be most satisfying. I don't wanna know to screw up anyone's game, but having the capability might come in handy if I want to build up atmosphere, like in LP. Thanks. Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Imban Posted September 12, 2005 Share Posted September 12, 2005 As best as I understand it, you can put the sound into the .cmg file, but this will only work on a Macintosh. The equivalent method for the PC would involve tampering with the Blades of Avernum .exe file itself. Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted September 12, 2005 Share Posted September 12, 2005 Ah. Since I don't have access to a Mac with BoA, I'm pretty much screwed unless I can teach myself some kind of programming language then. Thanks though. I'll just have to stick with adding message_dialogs with "Please listen to this song now" in them. Link to comment Share on other sites More sharing options...
Chittering Clawbug Othello Posted September 17, 2005 Author Share Posted September 17, 2005 Would it matter what number you gave the sound in the .cmg file? Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted September 17, 2005 Share Posted September 17, 2005 The number must be between 20001 and 20174 inclusive, I beleive. You can add one sound (174) without covering up any of the built in sounds; if you add one with one of the other numbers it 'covers up' the built in sound with that number, I think, so that it is used instead, but only in the scenario whose cmg file contains it. Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted September 17, 2005 Share Posted September 17, 2005 It would probably help to start at number 174, since BoA's default sounds stop at 173. But again, doing this is highly not recommended. Link to comment Share on other sites More sharing options...
Articulate Vlish SpineRaker Posted September 27, 2005 Share Posted September 27, 2005 That is true, but you see people using the Custom Character Portraits in their scenarios all the time now--it still sais in the docs that that feature isn't supported. I guess it is just a matter of how badly you want it done. Could be interesting. Link to comment Share on other sites More sharing options...
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