Making a custom Leader use Custom Music!

"Either" music is part of Soundtracks rather than leader music, but yeah, in practice its just putting them both as Peace and War musics... Check here
 
For some reason, I can't get a leader's ambience (custom ambience, but I've tried existing sounds too) to work, in this update for my Rhodesia mod. The civ's custom Peace and War themes work perfectly, just as they always have, same with the DOM speech, but not the leader's ambience. The mp3 files are all set to Import to VFS, and to reload the audio system, but it alone refuses to play in-game. Can anyone spot any inherent issues with the XML?
Spoiler :
Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 2/11/2014 5:56:56 AM -->
<GameData>
	<Audio_Sounds>

		<!--IanSmith Music-->
		<Row>
			<SoundID>SND_LEADER_MUSIC_IANSMITH_PEACE</SoundID>
			<Filename>IanSmith_Peace</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
		<Row>
			<SoundID>SND_LEADER_MUSIC_IANSMITH_WAR</SoundID>
			<Filename>IanSmith_War</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
		<Row>
			<SoundID>SND_AMBIENCE_LEADER_IANSMITH</SoundID>
			<Filename>IanSmith_Ambience</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
		<Row>
			<SoundID>SND_DOM_SPEECH_RHODESIA</SoundID>
			<Filename>IanSmith_DOM</Filename>
			<LoadType>DynamicResident</LoadType>
		</Row>
		<!--IanSmith Music-->
	</Audio_Sounds>
	<Audio_2DSounds>
		<!--IanSmith Music For Audio Scripts-->
		<Row>
			<ScriptID>AS2D_LEADER_MUSIC_IANSMITH_PEACE</ScriptID>
			<SoundID>SND_LEADER_MUSIC_IANSMITH_PEACE</SoundID>
			<SoundType>GAME_MUSIC</SoundType>
			<MinVolume>110</MinVolume>
			<MaxVolume>110</MaxVolume>
			<IsMusic>true</IsMusic>
		</Row>
		<Row>
			<ScriptID>AS2D_LEADER_MUSIC_IANSMITH_WAR</ScriptID>
			<SoundID>SND_LEADER_MUSIC_IANSMITH_WAR</SoundID>
			<SoundType>GAME_MUSIC</SoundType>
			<MinVolume>75</MinVolume>
			<MaxVolume>75</MaxVolume>
			<IsMusic>true</IsMusic>
		</Row>
		<Row>
			<ScriptID>AS2D_AMBIENCE_LEADER_IANSMITH_AMBIENCE</ScriptID>
			<SoundID>SND_AMBIENCE_LEADER_IANSMITH</SoundID>
			<SoundType>GAME_SFX</SoundType>
			<Looping>true</Looping>
			<MinVolume>80</MinVolume>
			<MaxVolume>80</MaxVolume>
		</Row>
		<Row>
			<ScriptID>AS2D_DOM_SPEECH_RHODESIA</ScriptID>
			<SoundID>SND_DOM_SPEECH_RHODESIA</SoundID>
			<SoundType>GAME_SPEECH</SoundType>
			<MinVolume>90</MinVolume>
			<MaxVolume>90</MaxVolume>
		</Row>
		<!--IanSmith Music-->
	</Audio_2DSounds>
</GameData>
Renaming the Sound ID in the same manner as the example didn't work, and using existing ambience sounds like the Coast Bed didn't work either. I used the exact same custom ambience method with my Boer mod, and it worked just fine.
 
Would I be correct in presuming that if I wanted to add music to an already existing mod, I'd just use this tutorial to make a new xml file pretty much like the one in your Lautaro example, do the steps in Modbuddy, then put everything in a folder in the existing mod?

*edit*

Just tried, and it eventually worked. Eventually because when I went to rebuild the mod I added music to, I forgot to turn VFS to True for all the icons, so the mod wouldn't load. Took me a good while to figure out where I messed up there, lol.
 
I've followed all the steps, and it doesn't seem to be working. My logs don't show any errors either. Do I have to edit anything else in any of my other XML files for the mod?
 
How do you set a music's VFS to true?

Right where the green circle is in the image below. Click on the music file first, then click where I put the green circle (it'll say false by default), and change it there.
Spoiler :


(You'll want to do the same thing to any art files you may want to add to any mod)
 
This is the code:
Spoiler :
Code:
<GameData>
	<Audio_Sounds>
		<Row>
			<SoundID>SND_SELECT_REAVER</SoundID>
			<Filename>BarbarianReaverSelect</Filename>
			<!-- <LoadType>DYNAMIC_RES</LoadType> -->
			<LoadType>DynamicResident</LoadType>
		</Row>
		<Row>
			<SoundID>SND_BIRTH_REAVER</SoundID>
			<Filename>BarbarianReaverBirth</Filename>
			<!-- <LoadType>DYNAMIC_RES</LoadType> -->
			<LoadType>DynamicResident</LoadType>
		</Row>
		<Row>
			<SoundID>SND_DOM_SPEECH_BARBARIAN</SoundID>
			<Filename>Barbarian_DOM</Filename>
			<!-- <LoadType>DYNAMIC_RES</LoadType> -->
			<LoadType>DynamicResident</LoadType> 
		</Row>
	</Audio_Sounds>
	<Audio_2DSounds>
		<Row>
			<ScriptID>AS2D_SELECT_REAVER</ScriptID>
			<SoundID>SND_SELECT_REAVER</SoundID>
			<SoundType>GAME_SFX</SoundType>
			<MinVolume>90</MinVolume>
			<MaxVolume>90</MaxVolume>
		</Row>
		<Row>
			<ScriptID>AS2D_BIRTH_REAVER</ScriptID>
			<SoundID>SND_BIRTH_REAVER</SoundID>
			<SoundType>GAME_SFX</SoundType>
			<MinVolume>90</MinVolume>
			<MaxVolume>90</MaxVolume>
		</Row>
		<Row>
			<ScriptID>AS2D_DOM_SPEECH_BARBARIAN</ScriptID>
			<SoundID>SND_DOM_SPEECH_BARBARIAN</SoundID>
			<SoundType>GAME_SPEECH</SoundType>
			<MinVolume>90</MinVolume>
			<MaxVolume>90</MaxVolume>
		</Row>
	</Audio_2DSounds>
</GameData>

Extra code:
Spoiler :
Code:
INSERT INTO Civilizations 	(Type, 								Description, 						ShortDescription, 							Adjective, 									Civilopedia, 							CivilopediaTag, 				DefaultPlayerColor, 				ArtDefineTag, ArtStyleType, ArtStyleSuffix, ArtStylePrefix, IconAtlas, 						PortraitIndex, 		AlphaIconAtlas, 				SoundtrackTag, 	MapImage, 				[B][COLOR="Red"]DawnOfManAudio[/COLOR][/B],					DawnOfManQuote, 						DawnOfManImage)
	SELECT					('CIVILIZATION_WBC_BARBARIAN'),		('TXT_KEY_WBC_BARBARIAN_DESC'),		('TXT_KEY_WBC_BARBARIAN_SHORT_DESC'), 		('TXT_KEY_WBC_BARBARIAN_ADJECTIVE'), 		('TXT_KEY_WBC_BARBARIAN_TEXT_1'),		('TXT_KEY_WBC_BARBARIAN'), 		('PLAYERCOLOR_WBC_BARBARIAN'),		ArtDefineTag, ArtStyleType, ArtStyleSuffix, ArtStylePrefix, ('WBC_PACK_I_ATLAS_IV'),		0, 					('UNDEAD_ATLAS_ALPHA'), 		('France'), 	('BarbarianMap.dds'), 	[COLOR="red"][B]('AS2D_DOM_SPEECH_BARBARIAN')[/B][/COLOR], 	('TXT_KEY_RED_CYRDAR_DOM'), 			('BarbarianDoM.dds') 	FROM Civilizations WHERE (Type = 'CIVILIZATION_FRANCE');

INSERT INTO UnitGameplay2DScripts
			(UnitType, 					SelectionSound,					FirstSelectionSound) VALUES
			('UNIT_WBC_REAVER',			'AS2D_SELECT_REAVER',			'AS2D_BIRTH_REAVER');

- XML file set UpdateGameDatabase
- .mp3 files set to VFS=true
- Reloade Audio System checked

Neither the DoM nor the unit's sounds play.
What's wrong?! :(


Let ME answer that: NOTHING. There was a typo in the audio files.
 
Leugi, (whenever you get back to the forum again) you might want to add a specific note re the ModBuddy Checkbox requirement for "Reload Audio System" in your OP.

Currently no mention of this requirement is made until waaaaaaaay down into the thread, and newer mod-makers may not realize the 'secret' they are missing is something mentioned almost as a side comment so far deep into the thread.
 
You certainly can have help.

(The less specific you are, the less specific we can be)
 
That's why i'm asking you to help me when it comes out.

1. Download the music by "Youtube to MP3" or similar website.
2. Rename it PutinPeace.mp3
3. Find JFD Putin's Peace theme in /MOD section.
4. Replace the music
5. Done.

This is assume that the mod came out. But this is rough guideline for that
 
1. Download the music by "Youtube to MP3" or similar website.
2. Rename it PutinPeace.mp3
3. Find JFD Putin's Peace theme in /MOD section.
4. Replace the music
5. Done.

This is assume that the mod came out. But this is rough guideline for that

Thank you.
 
Does anyone know where I can find the definitions for the tables for Audio_Sounds and Audio_2DSounds with all of their respective tags that are used in each? Is it in the Civ 5 directory somewhere?
Thanks.
 
Does anyone know where I can find the definitions for the tables for Audio_Sounds and Audio_2DSounds with all of their respective tags that are used in each? Is it in the Civ 5 directory somewhere?
Thanks.

Assets\Sounds\XML\ etc. :D
 
I have followed all instructions, but it does not work for me. However, I want to add tech speech sounds instead of new music. No matter if I am using tags like Audio_2DSounds or Script2DSound, it never works. So here is my code:

Spoiler :

Code:
<?xml version="1.0" encoding="utf-8"?>
<!-- Created by ModBuddy on 23-Feb-23 0:39:47 -->
<GameData>
    <SoundData>
        <Row>
            <SoundID>SND_TECH_SUBMARINES</SoundID>
            <Filename>TechSubmarines</Filename>
            <LoadType>DynamicResident</LoadType>
        </Row>
    </SoundData>
    <Script2DSound>
        <Row>
            <ScriptID>AS2D_TECH_SUBMARINES</ScriptID>
            <SoundID>SND_TECH_SUBMARINES</SoundID>
            <fTaperSoundtrackVolume>0.85</fTaperSoundtrackVolume>
            <SoundType>GAME_SPEECH</SoundType>
            <iMaxVolume>80</iMaxVolume>
            <iMinVolume>80</iMinVolume>
        </Row>
    </Script2DSound>
</GameData>

Btw. how was Leugi able to find out the sound structure that is different from the installation files?
 
Top Bottom