embryodead
Caliph
Hello!
I'd like to have different soundtrack for different civs (more realistically - civ groups). The things I learned so far:
- actual tracks are loaded from XML and stored in CvEraInfos
- sound playback is hardcoded in Gamebryo DLLs
- there are playback related functions in CvGameInterface (CvGame::getNextSoundtrack, CvGame::getSoundtrackSpace, CvGame::isSoundtrackOverride); all are available through DLLExport
Knowing this I created some hidden Eras to store new tracks (not neat but enough for a test), and added a civ switch to getNextSoundtrack so that it returns different tracks. However, no matter what the function returns - fixed tracks even, it has no in-game effect, as if the sound engine just took tracks directly from CvEraInfos.
So the question is, did anyone manage pull this off before, or think it can be pulled off somehow?
Thanks.
I'd like to have different soundtrack for different civs (more realistically - civ groups). The things I learned so far:
- actual tracks are loaded from XML and stored in CvEraInfos
- sound playback is hardcoded in Gamebryo DLLs
- there are playback related functions in CvGameInterface (CvGame::getNextSoundtrack, CvGame::getSoundtrackSpace, CvGame::isSoundtrackOverride); all are available through DLLExport
Knowing this I created some hidden Eras to store new tracks (not neat but enough for a test), and added a civ switch to getNextSoundtrack so that it returns different tracks. However, no matter what the function returns - fixed tracks even, it has no in-game effect, as if the sound engine just took tracks directly from CvEraInfos.
So the question is, did anyone manage pull this off before, or think it can be pulled off somehow?
Thanks.