16
Wormkit Modules / Re: Wormkit module for ingame music?
« on: May 28, 2020, 04:07 AM »
Hm... I wonder if it is gonna be possible to link the ingame audio to specific maps, such as if I have a level named from "Artan Desert 1.bit" to "Artan Desert 3.bit", the game would take ingame-03-desert-1.wav (I would put it as Oil Ocean Zone Act 1 from Sonic Mania) as the battle theme for them and if I have a level named from "Artan Desert 4.bit" to "Artan Desert 7.bit", the game would take ingame-04-desert-2.wav (I would put it as Oil Ocean Zone Act 2 from Sonic Mania) for those said levels). Any map outside of map specifcations in the ini file plays the stock game music for the terrain theme if PlayOnlyNewSongs is not equal to 1.
Example (Cyrilic):
‰yc©°§ґ Ap©a§ - 1 = 03-ingame-desert-1.wav
‰yc©°§ґ Ap©a§ - 2 = 03-ingame-desert-1.wav
‰yc©°§ґ Ap©a§ - 3 = 03-ingame-desert-1.wav
‰yc©°§ґ Ap©a§ - 4 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - 5 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - 6 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - 7 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - ѓpe« Pa¦apaќ = 55-ingame-boss.wav
‰yc©°§ґ Ap©a§ - ѓpe« Heca¦y§ = 55-ingame-boss.wav
‰yc©°§ґ Ap©a§ - ѓpe« TaўeҐo© = 55-ingame-boss.wav
I am pointing that out because I am dreaming about putting a music patch at my very first story build: Ultimate Worms Project.
Example (Cyrilic):
‰yc©°§ґ Ap©a§ - 1 = 03-ingame-desert-1.wav
‰yc©°§ґ Ap©a§ - 2 = 03-ingame-desert-1.wav
‰yc©°§ґ Ap©a§ - 3 = 03-ingame-desert-1.wav
‰yc©°§ґ Ap©a§ - 4 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - 5 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - 6 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - 7 = 04-ingame-desert-2.wav
‰yc©°§ґ Ap©a§ - ѓpe« Pa¦apaќ = 55-ingame-boss.wav
‰yc©°§ґ Ap©a§ - ѓpe« Heca¦y§ = 55-ingame-boss.wav
‰yc©°§ґ Ap©a§ - ѓpe« TaўeҐo© = 55-ingame-boss.wav
I am pointing that out because I am dreaming about putting a music patch at my very first story build: Ultimate Worms Project.