DynamicCustomCombatMusic
Overcomplicated and unmaintainable
Last updated
Overcomplicated and unmaintainable
Last updated
Discord: Stormpooper#3436
User should be familiar with editing datablocks and willing to lose sanity.
The mod provides no music by default, the user should be able to build asset bundles with music clips.
The Warmup rundown is used as a demonstration of this plugin.
This mod can play different music based on the current situation - active events (reading wave settings), posted sound events, aggressive enemy count/types/distance. Enemy values are collected into a "threat" value, a score indicating how difficult the situation is.
The music is divided into 3 sections hierarchically: music entry, stage, and loop/clip. A music entry is essentially an entire datablock depicting one piece of music. An entry can hold any amount of stages, each of which specifies what to play for a certain threat level. Finally, each stage can hold any amount of loops/clips, which are simply separate audio clips that are part of the same threat level.
2 main PersistentData config files are used by the mod:
DynamicMusicData.json - defines music entries
ThreatData.json - defines threat entries
To specify what settings a level should read, modify the "DevInfo" field in RundownDataBlock for the level you need. Write "threatdata_x" for threat settings, where x is the ID, and the same way "dynamicmusicdata" for music settings. Only one threat value will be read for any level, but any amount of music settings is accepted.
To export this data with your rundown, refer to ConfigurableGlobalWaveSettings. The process is the same, simply adapt it to this mod's files and dependencies.
Remember to include the music asset bundle with your rundown.