So I've been researching the issue with base game music not pausing when opening the diplomacy window of a custom leader and came across the non-.lua solution (because my brain is too small for .lua). What you want to do is to make a Music Switch Container under the Default Work Unit, with 3 Music Switch Containers inside it (you can name them whatever). Under its properties, set the Output Bus to 'Music Bus' (the same as you did for the regular playlists).
Next, under the Events tab, 'Music' events: add the following actions:
- Pause_Music_CivilizationName: 3 Pause actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
- Play_Leader_Music_CivilizationName: 3 Pause actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
- Play_Music_CivilizationName: 3 Stop actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
- Resume_Music_CivilizationName: 3 Resume actions, 1 for each Music Switch Container inside the main one. Set Scope to Global. (Also, I have Master Resume disabled on everything, including the custom Civilization Music.)
- (Start_Music_CivilizationName has none.)
- Stop_Leader_Music_CivilizationName: 3 Resume actions, 1 for each Music Switch Container inside the main one. Set Scope to Global.
- Stop_Music_CivilizationName: 1 Stop action, only for the 2nd Music Switch Container inside the main one. Set Scope to Global.
Screenshot of what this looks like for the Pause_Music_CivilizationName event:
Go to your Wwise project folder, open the 'Interactive Music Hierarchy' folder, open 'Default Work Unit.wwu' in a text editor.
Search for the Music Switch Containers you added in the first step and edit their ShortID's to this:
- Main Switch Container: 658623902
- Child Switch Container 1: 276876398
- Child Switch Container 2: 409025991
- Child Switch Container 3: 552184141
Screenshot of what to look for (doesn't include the last Music Switch Container in the screenshot, but just scroll down in your file and you'll find it...):
Generate the Soundbank again and replace the .bnk file in your mod project (assuming you had already included it).
Credit goes to
Dwughjsd (the original creator of this method) and
Kevin Liu.
Dwughjsd's Github page that contains a download to his ModBuddy and Wwise project:
https://github.com/dwughjsd/LandsolYuni_civ6mod
Kevin Liu's Steam Workshop page of the
Princess Connect Civilization - [Pecorine, Kyaru, Kokkoro] mod, which also includes a link to their project's Github page in the description:
https://steamcommunity.com/sharedfiles/filedetails/?id=2443517691 (Could also recommend the subscribe if you like anime stuff.)
I'll also link to this post in my video guide description.