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logie757

Music Mod not playing music?

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logie757    0

I recently started making a music mod, but the music simply does not play in game when the mod is enabled. I searched up the issue on Steam, only to find about 3 threads asking the same question, with no replies. It seems like Steam Workshop threads are barren as of the last few months. So, I looked on these forums as well, and can't figure out for the life of me the reason as to why my audio does not play in game.

 

Edited by logie757
Elaboration

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logie757    0

Oh, yeah sure. I'm not really using much, since I used another music mod as a template. Here it is:

GLOBAL.continuous_mode = (GetModConfigData("music_mode")~="busy")

Assets = {
    Asset("SOUNDPACKAGE", "sound/music_mod.fev"),
    Asset("SOUND", "sound/music_mod.fsb"),
}
RemapSoundEvent( "dontstarve/music/music_FE", "music_mod/music/music_FE" )

 

--------------------------------------------------------------------------
--[[ DynamicMusic class definition ]]
--------------------------------------------------------------------------

return Class(function(self, inst)

--------------------------------------------------------------------------
--[[ Constants ]]
--------------------------------------------------------------------------

local SEASON_BUSY_MUSIC =
{
    day =
    {
        autumn = "music_mod/music/music_work",
        winter = "music_mod/music/music_work_winter",
        spring = "music_mod/music/music_work_spring",
        summer = "music_mod/music/music_work_summer",
    },
    dusk =
    {
        autumn = "music_mod/music/music_work_dusk",
        winter = "music_mod/music/music_work_winter_dusk",
        spring = "music_mod/music/music_work_spring_dusk",
        summer = "music_mod/music/music_work_summer_dusk",
    },
    night = 
    {
        autumn = "music_mod/music/music_work_night",
        winter = "music_mod/music/music_work_winter_night",
        spring = "music_mod/music/music_work_spring_night",
        summer = "music_mod/music/music_work_summer_night",
    },
}

local SEASON_EPICFIGHT_MUSIC =
{
    autumn = "music_mod/music/music_epicfight",
    winter = "music_mod/music/music_epicfight_winter",
    spring = "music_mod/music/music_epicfight_spring",
    summer = "music_mod/music/music_epicfight_summer",
}

local SEASON_DANGER_MUSIC =
{
    autumn = "music_mod/music/music_danger",
    winter = "music_mod/music/music_danger_winter",
    spring = "music_mod/music/music_danger_spring",
    summer = "music_mod/music/music_danger_summer",
}

--------------------------------------------------------------------------
--[[ Member variables ]]
--------------------------------------------------------------------------

--Public
self.inst = inst

--Private
local _isruin = inst:HasTag("ruin")
local _iscave = _isruin or inst:HasTag("cave")
local _isenabled = true
local _busytask = nil
local _dangertask = nil
local _isday = nil
local _isbusydirty = nil
local _extendtime = nil
local _soundemitter = nil
local _activatedplayer = nil --cached for activation/deactivation only, NOT for logic use
local _stingeractive = false -- Used to prevent music overlapping with stinger

--------------------------------------------------------------------------
--[[ Private member functions ]]
--------------------------------------------------------------------------
local function StopContinuous()
    if _busytask ~= nil then
        _busytask:Cancel()
    end
    _busytask = nil
    _extendtime = 0
    _soundemitter:SetParameter("busy", "intensity", 0)
end
local function StopBusy(inst, istimeout)
    if not continuous_mode and _busytask ~= nil then
        if not istimeout then
            _busytask:Cancel()
        elseif _extendtime > 0 then
            local time = GetTime()
            if time < _extendtime then
                _busytask = inst:DoTaskInTime(_extendtime - time, StopBusy, true)
                _extendtime = 0
                return
            end
        end
        _busytask = nil
        _extendtime = 0
        _soundemitter:SetParameter("busy", "intensity", 0)
    end
end

local function StartBusy()
    if _busytask ~= nil and not _isbusydirty then
        _extendtime = GetTime() + 15
    elseif _soundemitter ~= nil and _dangertask == nil and not _stingeractive and (continuous_mode or _extendtime == 0 or GetTime() >= _extendtime) and _isenabled then
        if _isbusydirty then
            _isbusydirty = false
            _soundemitter:KillSound("busy")
            -- Check if music for phase and season exist
            local season = inst.state.season
            local phase = inst.state.phase
            if SEASON_BUSY_MUSIC[phase] == nil then
                phase = "day"
            end
            if SEASON_BUSY_MUSIC[phase][season] == nil then
                season = "autumn"
            end
            _soundemitter:PlaySound(
                (_isruin and "music_mod/music/music_work_ruins") or
                (_iscave and "music_mod/music/music_work_cave") or
                (SEASON_BUSY_MUSIC[phase][season]),
                "busy")
        end
        _soundemitter:SetParameter("busy", "intensity", 1)
        _busytask = inst:DoTaskInTime(15, StopBusy, true)
        _extendtime = 0
    end
end

local function ExtendBusy()
    if _busytask ~= nil then
        _extendtime = math.max(_extendtime, GetTime() + 10)
    end
end

local function StopDanger(inst, istimeout)
    if _dangertask ~= nil then
        if not istimeout then
            _dangertask:Cancel()
        elseif _extendtime > 0 then
            local time = GetTime()
            if time < _extendtime then
                _dangertask = inst:DoTaskInTime(_extendtime - time, StopDanger, true)
                _extendtime = 0
                return
            end
        end
        _dangertask = nil
        _extendtime = 0
        _soundemitter:KillSound("danger")
        if continuous_mode then
            StartBusy()
        end
    end
end

local function StartDanger(player)
    if _dangertask ~= nil then
        _extendtime = GetTime() + 10
    elseif _isenabled then
       StopContinuous()
       -- Check if music for season exists
        local season = inst.state.season
        if SEASON_DANGER_MUSIC[season] == nil then
            season = "autumn"
        end
        _soundemitter:PlaySound(
            GetClosestInstWithTag("epic", player, 30) ~= nil
            and ((_isruin and "music_mod/music/music_epicfight_ruins") or
                (_iscave and "music_mod/music/music_epicfight_cave") or
                (SEASON_EPICFIGHT_MUSIC[season]))
            or ((_isruin and "music_mod/music/music_danger_ruins") or
                (_iscave and "music_mod/music/music_danger_cave") or
                (SEASON_DANGER_MUSIC[season])),
            "danger")
        _dangertask = inst:DoTaskInTime(10, StopDanger, true)
        _extendtime = 0
    end
end

local function CheckAction(player)
    if player:HasTag("attack") then
        local target = player.replica.combat:GetTarget()
        if target ~= nil and
            not (target:HasTag("prey") or
                target:HasTag("bird") or
                target:HasTag("butterfly") or
                target:HasTag("shadow") or
                target:HasTag("thorny") or
                target:HasTag("smashable") or
                target:HasTag("wall") or
                target:HasTag("smoldering") or
                target:HasTag("veggie")) then
            StartDanger(player)
            return
        end
    end
    if player:HasTag("working") then
        StartBusy()
    end
end

local function OnAttacked(player, data)
    if data ~= nil and
        --For a valid client side check, shadowattacker must be
        --false and not nil, pushed from player_classified
        (data.isattackedbydanger == true or
        --For a valid server side check, attacker must be non-nil
        (data.attacker ~= nil and not (data.attacker:HasTag("shadow")
                                       or data.attacker:HasTag("thorny")
                                       or data.attacker:HasTag("smolder")
                                      ))) then

        StartDanger(player)
    end
end

local function OnInsane()
    if _dangertask == nil and _isenabled then
        _soundemitter:PlaySound("music_mod/sanity/gonecrazy_stinger")
        StopContinuous()
        --Repurpose this as a delay before stingers or busy can start again
        _extendtime = GetTime() + 15
        if continuous_mode then
            self.inst:DoTaskInTime(8, function(inst) -- Give the stinger time to play before playing music
                StartBusy()
            end)
        end
    end
end

local function StartPlayerListeners(player)
    inst:ListenForEvent("buildsuccess", StartBusy, player)
    inst:ListenForEvent("gotnewitem", ExtendBusy, player)
    inst:ListenForEvent("performaction", CheckAction, player)
    inst:ListenForEvent("attacked", OnAttacked, player)
    inst:ListenForEvent("goinsane", OnInsane, player)
end

local function StopPlayerListeners(player)
    inst:RemoveEventCallback("buildsuccess", StartBusy, player)
    inst:RemoveEventCallback("gotnewitem", ExtendBusy, player)
    inst:RemoveEventCallback("performaction", CheckAction, player)
    inst:RemoveEventCallback("attacked", OnAttacked, player)
    inst:RemoveEventCallback("goinsane", OnInsane, player)
end

local function OnPhase(inst, phase)
    _isday = phase == "day"
    if _dangertask ~= nil or not _isenabled then
        _isbusydirty = true
        return
    end
    --Don't want to play overlapping stingers
    local time
    if _busytask == nil and _extendtime ~= 0 then
        time = GetTime()
        if time < _extendtime then
            _isbusydirty = true
            return
        end
    end
    if _isday then
        _soundemitter:PlaySound("music_mod/music/music_dawn_stinger")
        if continuous_mode then
            _stingeractive = true
        end
    elseif phase == "dusk" then
        _soundemitter:PlaySound("music_mod/music/music_dusk_stinger")
        if continuous_mode then
            _stingeractive = true
        end
    end
    
    if phase ~= "night" then 
        self.inst:DoTaskInTime(8, function(inst) -- Give the stinger time to play before changing music
            _isbusydirty = true
            if continuous_mode then
                _stingeractive = false
                StartBusy()
            end
        end)
    else
        self.inst:DoTaskInTime(2, function(inst) -- No stinger. Wait a shorter time.
            _isbusydirty = true
            if continuous_mode then
                StartBusy()
            end
        end)
    end
    StopContinuous()
    --Repurpose this as a delay before stingers or busy can start again
    _extendtime = (time or GetTime()) + 15
end

local function OnSeason()
    _isbusydirty = true
end

local function StartSoundEmitter()
    if _soundemitter == nil then
        _soundemitter = TheFocalPoint.SoundEmitter
        _extendtime = 0
        _isbusydirty = true
        if not _iscave then
            _isday = inst.state.isday
            inst:WatchWorldState("phase", OnPhase)
            inst:WatchWorldState("season", OnSeason)
        end
    end
end

local function StopSoundEmitter()
    if _soundemitter ~= nil then
        StopDanger()
        StopContinuous()
        _soundemitter:KillSound("busy")
        inst:StopWatchingWorldState("phase", OnPhase)
        inst:StopWatchingWorldState("season", OnSeason)
        _isday = nil
        _isbusydirty = nil
        _extendtime = nil
        _soundemitter = nil
    end
end

--------------------------------------------------------------------------
--[[ Private event handlers ]]
--------------------------------------------------------------------------

local function OnPlayerActivated(inst, player)
    if _activatedplayer == player then
        return
    elseif _activatedplayer ~= nil and _activatedplayer.entity:IsValid() then
        StopPlayerListeners(_activatedplayer)
    end
    _activatedplayer = player
    StopSoundEmitter()
    StartSoundEmitter()
    StartPlayerListeners(player)
    if continuous_mode then
        StartBusy()
    end
end

local function OnPlayerDeactivated(inst, player)
    StopPlayerListeners(player)
    if player == _activatedplayer then
        _activatedplayer = nil
        StopSoundEmitter()
    end
end

local function OnEnableDynamicMusic(inst, enable)
    if _isenabled ~= enable then
        if not enable and _soundemitter ~= nil then
            StopDanger()
            StopContinuous()
            _soundemitter:KillSound("busy")
            _isbusydirty = true
        end
        _isenabled = enable
    end
end

--------------------------------------------------------------------------
--[[ Initialization ]]
--------------------------------------------------------------------------

--Register events
inst:ListenForEvent("playeractivated", OnPlayerActivated)
inst:ListenForEvent("playerdeactivated", OnPlayerDeactivated)
inst:ListenForEvent("enabledynamicmusic", OnEnableDynamicMusic)

--------------------------------------------------------------------------
--[[ End ]]
--------------------------------------------------------------------------

end)

Just a side note, thank you for responding, I'm actually a big fan of your first person DST mod.

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logie757    0

Think I figured out the problem with this one after making a custom character voice. I kinda just plopped the sounds in but didn't give them triggers or anything.

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logie757    0
2 hours ago, logie757 said:

Think I figured out the problem with this one after making a custom character voice. I kinda just plopped the sounds in but didn't give them triggers or anything.

Nevermind, I still don't know what's wrong. I don't remeber how to set the triggers

 

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