安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






I would like to create & share a mod framework that enables adding unique music to each boss fight. I know that some custom dungeons like Pet Cemetery add triggered audio to (what I'm assuming are) new custom Event IDs within their dungeon. So I guess my question is, do you know if it would be possible to create new Event IDs for vanilla dungeon bosses, that could then be referenced by FMOD?
Sorry for the unrelated comments here - there aren't many guides for audio editing and you seem very knowledgeable. I intend to post the framework if I do manage to figure it out, so that you and other music modders may add new music for boss fights
I know the siren has unique music for her fight, so wondering if it's doable for the others too
Though it may not due to the unusual format of how the normal farmstead fight works.
For context, FMOD is the game's audio engine, and every audio mod, be it music or sfx, have to use the exact FMOD version that the devs used originally. That's why.
This is what they wrote in their patch note on 5th March for the beta branch:
"Based on reports from you all we have reverted FMOD to the previous version due to the incompatibility it created with many mods, and the unlikely nature that those mods would be updated. While this does re-introduce some rare crashes that can occur, we felt this was the safer course of action given what we are trying to accomplish."
@woodhawk109 Unfortunately for CoM Farmstead, it is quite impossible at the moment to change any BGM inside it. The event id is there, but nothing works even if I change the tracks in it. Lots of modders haven't figured this one out 'till this day either. It's a mystery, I tell you.
Another thing is that this mod's music are a bit louder than vanilla and Vermintide's, so it can be a bit jarring at times volume-wise
So basically, if there is no available parameter in the game's code for dungeon bosses to have it's own BGM, the audio's side couldn't do anything about it, simply because there is no 'communication' to be made in the first place.
I'm deeply sorry if this is too convoluted. I'm not really good at explaining stuffs and English isn't my native tongue.