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ActiveMovie Window

General help and troubleshooting.
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Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

ActiveMovie Window

Post by Obdulio » Sun Jun 14, 2015 4:31 pm

So pretty much I've been experimenting with adding my own music at specific moments, overworld, dungeons, etc  in Fo3 and NV.


I've successfully added special music to play the moment Veronica reveals shes a BoS, and when you first talk to Boone.


However one that has always given me trouble is Fo3's MQ05 "The Waters of Life".


See in the script it has..


;Loop to perpetuate action/battle music during Enclave Invasion and Pursuit.



        ; MQ05.cueMusic set to 1 by MQ05EnclaveSceneSCRIPT - to allow appropriate delay after stage 75 is set.



        if cueMusic == 1 && getStage MQ05 < 100                        ; Music has been cued

            playMusic defaultBattle                                            ; calling every frame to ensure it remains queued.

        elseif cueMusic == 1 && getStage MQ05 >= 100                ; stage 100 hit - cut the music

            playMusic defaultExplore

            set cueMusic to 2

        endif


now you'd think all i would have to do is change playMusic defaultBattle to  playMusic EdsMQ05. Thats pretty much how i handled the other songs and they worked just fine. 


But this one... this damn quest.. whenever i change it to anything other then defaultBattle, Fallout minimizes and a new window called "ActiveMovie Window" pops-up, i close it and go back to the game and it repeats with that same pop-up window. 


I can only assume it having trouble playing the song ? it worked for everything else not sure why this is giving it trouble?  was there something i forgot to change? something i overlooked? 


Any help would be appericated and thank you for taking the time to read my post.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

You can't call playmusic all

Post by RoyBatty » Sun Jun 14, 2015 9:06 pm

You can't call playmusic all the time like that, you'll overflow the queue buffer.


 


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Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

Ah.. I'm guessing that will

Post by Obdulio » Sun Jun 14, 2015 10:29 pm

Ah.. I'm guessing that will lead to slow down and crashes?  I don't suppose theres an alternate method to implementing event music ?



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

There's a whole system for

Post by RoyBatty » Mon Jun 15, 2015 7:22 am

There's a whole system for that with media sets and audio markers.


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Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

Script for MQ05 makes that it

Post by Obdulio » Mon Jun 15, 2015 7:01 pm

Script for MQ05 makes that it only plays default battle music, I tried media set along with adjusting the audio marker for the traft tunnels but it seems to be overwritten by the script.


Would it be safe to remove cue.music from the script ? maybe that will allow for the media sets to play.



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Yes, you can alter the script

Post by RoyBatty » Tue Jun 16, 2015 2:10 am

Yes, you can alter the script.


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Amb
Posts: 2
Joined: Wed Jun 17, 2015 1:22 pm

Further, the active movie

Post by Amb » Wed Jun 17, 2015 1:31 pm

Further, the active movie thing is usually a codec problem. You'll have to use trial and error, disabling codecs until eventually it stops happening. I wish I remember which specific codec caused it for me and I'd let you know, but it was a while ago and I don't, sorry.

Obdulio
Posts: 121
Joined: Mon Oct 07, 2013 4:20 am

I see, well i noticed the

Post by Obdulio » Thu Jun 18, 2015 11:14 pm

I see, well i noticed the music works just fine on the FNV side of things when it comes to "Playmusic" but anything FO3 it makes "Active Movie Window" unless its a media controller.



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