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modding:xml:soundtrack

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modding:xml:soundtrack [2017/01/24 00:45] – created xephyrmodding:xml:soundtrack [2017/01/30 00:19] (current) – added specialSoundtrack, introduced in API 34 xephyr
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 **locationCriteria=** This field dictates which systems the track can play in. All of the //Stars of the Pilgrim Soundtrack// tracks have "humanSpace" in their locationCriteria, allowing only nodes with the "humanSpace" attribute to play it. **locationCriteria=** This field dictates which systems the track can play in. All of the //Stars of the Pilgrim Soundtrack// tracks have "humanSpace" in their locationCriteria, allowing only nodes with the "humanSpace" attribute to play it.
  
-**attributes=** The attributes that the engine looks for are travelSoundtrack, combatSoundtrack, missionSoundtrack, and systemSoundtrack. Travel and combat soundtracks are self-explanatory - they're selected by the engine depending on whether the player is in or out of combat.+**attributes=** The attributes that the engine looks for are travelSoundtrack, combatSoundtrack, missionSoundtrack, systemSoundtrack, and specialSoundtrack. Travel and combat soundtracks are self-explanatory - they're selected by the engine depending on whether the player is in or out of combat.
  
 //systemSoundtrack// describes a track meant for a specific system or set of systems. The engine will look at the locationCriteria field and play the track only if the star system the player is in matches the criteria. For example, the track //Jiang// in the //Stars of the Pilgrim Soundtrack// plays only in systems with the "ungoverned" attribute. This criterion should be accompanied by either travelSoundtrack or combatSoundtrack. //systemSoundtrack// describes a track meant for a specific system or set of systems. The engine will look at the locationCriteria field and play the track only if the star system the player is in matches the criteria. For example, the track //Jiang// in the //Stars of the Pilgrim Soundtrack// plays only in systems with the "ungoverned" attribute. This criterion should be accompanied by either travelSoundtrack or combatSoundtrack.
  
 //missionSoundtrack// attribute means the soundtrack must be called by UI functions, and the soundtrack manager will not interrupt the track to transition between travel and combat tracks. //missionSoundtrack// attribute means the soundtrack must be called by UI functions, and the soundtrack manager will not interrupt the track to transition between travel and combat tracks.
 +
 +//specialSoundtrack// keeps the track out of the soundtrack manager, so it is not played randomly. Added in API 34.
 +
 +//victorySoundtrack// is an attribute that appears on Battle Arena victory tracks. It doesn't have any engine effect; it's just an attribute.
  
 **Segments** These chop the track up into pieces so the engine knows when a good place to start/stop is for transitioning between tracks. A value of 1000 here is equal to 1 second. **Segments** These chop the track up into pieces so the engine knows when a good place to start/stop is for transitioning between tracks. A value of 1000 here is equal to 1 second.
modding/xml/soundtrack.txt · Last modified: 2017/01/30 00:19 by xephyr