Ace Combat 3 Music

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Jacinda Saleeby

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Aug 4, 2024, 1:02:47 PM8/4/24
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Ona similar note: Age of Conan had / has this exact problem since a patch years ago as well, why does this happen in your games Funcom? (though in AoC it was even worse because the music would stack each time you got into combat, creating a noisy mess)

There's a music folder in the game directory....you could try looking in there for the mus_combat.ogg files. Do not delete them, just rename them to something else (example: put AA in front of them all, eg AAmus_combat.ogg) and see if that does it/those are it. If it causes any problem, you can just name them back/remove the extra letters you inserted.


Please note that while I've done stuff like this in other games, I haven't tried it in this game yet - either it'll work fine (the usual case), it won't work at all, or the game may act weirdly if it thinks the files aren't there. YMMV.


While a small part of me dies inside by saying this, yes you can get rid of the combat music if you really want to, but I wouldn't delete or rename the files. Instead, replace them with a silent ogg of equal length that uses the same conversion settings.


For what it's worth I think you guys did an amazing job with the audio. It's just the mus_combat_c.ogg music that I have heard way too much of back in the day so I can't stand it anymore. No offense!


None taken! Music is a very personal thing to us all, not everyone will have the same tastes. But you bring up a good point. Both combat b and c play way too much in the first release. I rebalanced the music a bit so that d and e play more, so starting with patch 1.03 you will hopefully have less repetition of c.


I know it is a matter of taste, but I 'm in love with the music, including the battle ones. Thank you very much for the quality of the sounds of the game, its awesome and no intrusive at all, at least for me. But as i said before, a matter of preference.


I edited the combat music .ogg files as suggested, and turned down the db so I can still hear it, at about 50% volume of the rest of the music, works like a charm. Again thanks for helping, and to Justin Bell and everyone else who gave us this music, I love your work, I especially like the prologue music and the music in the Gilded Vale


Import the mus_combat .ogg file and turn down the volume by 3 db (or whichever you prefer) as shown on the picture below, then export the file as an Ogg Vorbis without changing any settings. Repeat with all seven combat music files and it should work. Knock on wood, my Pillars of Eternity runs fine so far, that is combat music is lower, like 50% I think, and all other music is still at original level


Justin, I was critical about the first samples you produced for the game, but I will say it fair and square: you did a fantastic job with the music (exploration, battle, ambiant music is stellar). The battle music is so much like in Baldur's Gate, but it is different at the same time.


Thank you Justin for the music! Even my girlfriend comments every once in a while how good the music is even though she rarely comments my gaming hobby! :D And regarding the comabt music, I think it is fine even though that one track I've heard before


I love the music! However, for the main menu music, I want something with greater tempo. Is there anyway to replace the main menu music? I tried using the methods described in this thread but they don't work, replacing mus_global_title_theme.ogg in PillarsOfEternity_Data\data\audio\mus\mus_final yields no change. Any ideas? I've tried the override too but that didn't work.


Secondly, I mean more control over the playlists and locational\specific music (like, the battle with the watcher and\or assigning personalised music to particular areas - this is already done, but I can't understand how). more similar to Japanese RPG, I suppose it's a quirk of mine!


Right I understand now. We don't use loop points no, just end to beginning. You can assign combat music per scene, which is very easy to do. Doing it per encounter is a bit trickier, though still easy.


So its not possible with this system? Lets say the player enters a town,and it has a trigger box, i cudnt somehow override the daytime music to play town music? Apologies,still very early in my bpi journey


In the beginning of my playthrough the combat music played fine but now I am level 30 and have the best power armor and all and I feel like the game plays almost no combat music anymore. I know that there is a value called fCombatMusicPlayerTargetedThreatRatio which supposedly controls when combat music plays by comparing stats of the player and enemies. That at least is how it should work and does in Skyrim.


I usually never really cared about it but I am testing things such as combat music for my audio mod and just now noticed that this is actually a annoying problem. I went ahead and changed the value of fCombatMusicPlayerTargetedThreatRatio which should make combat music play more again but it doesnt. I dont know why. Does changing this value require a new game?


But it doesnt change anything either. Am I missing something or do I really need a fresh game for these changes to kick in? Or is there anything else that controls combat music? I basically want it to always play, even when I fight a rad roach.


AFAIK, this isn't actually a "technical support problem". I had been unaware of that GMST, but it does appear (from your description) that the absence of combat music after a certain point is intentional as it is usually regarded as a "warning". There are a number of settings in FNV that appear to be broken (carried over from previous games but not implemented), but it normally takes a fix from one of the engine hacking teams (e.g. JIP, LStewie, etc) to correct.


Well, I hope this setting isnt actually broken but some people use it in their mods and it seems to work for them. Maybe my problem is unrelated to it anyway. I honestly dont know anymore, I pretty much tried everything. All I know is that my combat music stopped playing once I reached higher level and got power armor. I mean it does still play but very very rarely like 1 out of 15 combats. I also felt like that maybe some cells dont play combat music but maybe that is just me. I do know people in Skyrim have often similar problems due to the game thinking that they are too OP so battle music almost never plays and I thought I might have the same problem. But maybe I am wrong and its something completely different here for me.


I also cant recall if I ever had such issues before. I usually didnt give the music that much attention and I only do now because I am testing my audio mod, which makes it frustrating since I cant really test that aspect of my mod. Maybe fCombatMusicPlayerTargetedThreatRatio changes need a new game start but I somehow doubt it. Aside of that I dont know what it could be. Hoped maybe someone else has a idea or knows similar issues.

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