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Combat music
https://amiaworld.net/phpBB3/viewtopic.php?f=2&t=34085
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Author:  DarkAngelGirl [ Wed, Jan 07 2009, 15:11 PM ]
Post subject:  Combat music

I'm curious, because I've seen this come up a few times in RP, and was not sure about it. If you hear combat music, can you assume that your character hears the sounds of battle?

Author:  LetumLux [ Wed, Jan 07 2009, 15:19 PM ]
Post subject: 

I'd say not.

I think the battle music triggers the instant any hostile action is taken, such as being noticed by a hostile creature that then starts running for you. This doesn't necessarily imply there are battle cries, sword clangs or the like. The music is player environment rather than character environment, and doesn't account for things like sneaky, stealthy combat or things that otherwise might not be a klaxon of war.

Author:  Phantom-D [ Wed, Jan 07 2009, 15:24 PM ]
Post subject: 

I'd agree and say the music is OOC by Bioware to create some tension and intrigue for the player

Author:  blackvswhite [ Wed, Jan 07 2009, 15:35 PM ]
Post subject: 

You are epic lame.

All the kool people like me plug iPods into the computer speakers.

Author:  Kendera [ Wed, Jan 07 2009, 17:18 PM ]
Post subject: 

I doth epicly fail.

I've always done just that. >.>

"Omg wtf battle? " And then I go look. Lots of others do to. .
To eaches own? ^^

Author:  LetumLux [ Wed, Jan 07 2009, 17:23 PM ]
Post subject: 

They can always get a bad vibe, too. It's sort of hard to not respond to the music if you have it on and you're used to using its cues in Single Player, or in PvE.

Author:  Dergaii [ Wed, Jan 07 2009, 17:43 PM ]
Post subject: 

Or for those crazy ones with listen skills, roll one of those against a DC you set yourself (25-ish?)

Author:  Uberuce [ Wed, Jan 07 2009, 18:54 PM ]
Post subject: 

I common sense it.

Indoor/underground like the trog or kobold caves where there's walls and shut doors or just solid rock between you? Eh, no.

Clear wide mountain air of Brogendenstein? You can hear sword-on-shield for miles.

Author:  Gunz [ Wed, Jan 07 2009, 19:08 PM ]
Post subject: 

Say no to metagaming fight music!

Author:  AlphaWaves [ Wed, Jan 07 2009, 19:11 PM ]
Post subject: 

Music? No.
Battle sound effects? Yes.

Author:  Yurell [ Wed, Jan 07 2009, 19:58 PM ]
Post subject: 

Uberuce wrote:
I common sense it.

Indoor/underground like the trog or kobold caves where there's walls and shut doors or just solid rock between you? Eh, no.

Clear wide mountain air of Brogendenstein? You can hear sword-on-shield for miles.


That's what I do, on the rare occasion I have music on. Otherwise I have some nice classical playing through iTunes.

Author:  Leggomi Eggolas [ Wed, Jan 07 2009, 20:39 PM ]
Post subject: 

We could fix this by setting all of the area's ambient music to combat music.

Author:  LetumLux [ Wed, Jan 07 2009, 20:48 PM ]
Post subject: 

The Monolith environs had combat music as its default for a while by accident. No wonder there were so many failing grades, who can concentrate with that going on?

Author:  Shrewd [ Wed, Jan 07 2009, 20:51 PM ]
Post subject: 

Please don't set everything to combat music. I like the ambient sounds and music. ^^

But yeah, common sense issue.

Author:  Azrael [ Wed, Jan 07 2009, 20:56 PM ]
Post subject: 

Uberuce wrote:
I common sense it.

Indoor/underground like the trog or kobold caves where there's walls and shut doors or just solid rock between you? Eh, no.

Clear wide mountain air of Brogendenstein? You can hear sword-on-shield for miles.


Don't forget about Echos, echos.....echooos...*fades*
Caves can be loud, hear the water droplets? ...yesss *sage nod*

Author:  ticket [ Thu, Jan 08 2009, 1:29 AM ]
Post subject: 

Leggomi Eggolas wrote:
We could fix this by setting all of the area's ambient music to combat music.


Pure genius.

Author:  Gunz [ Thu, Jan 08 2009, 1:54 AM ]
Post subject: 

Leggomi Eggolas wrote:
We could fix this by setting all of the area's ambient music to combat music.


Na, it would be very annoying and I have a feeling that the music would skip once a fight started, but I could be wrong.

Author:  Selmak [ Thu, Jan 08 2009, 2:27 AM ]
Post subject: 

If you specify the same track for day, night, and combat, then the music won't stop when combat begins; however it will stop after combat and then start playing again after the specified delay (defaults to 90 seconds). There might be a stop in between day and night with another delay.

Author:  Leggomi Eggolas [ Thu, Jan 08 2009, 3:42 AM ]
Post subject: 

Selmak wrote:
If you specify the same track for day, night, and combat, then the music won't stop when combat begins; however it will stop after combat and then start playing again after the specified delay (defaults to 90 seconds). There might be a stop in between day and night with another delay.


Unfortunately, I haven't been able to specify the non-battle-music tracks for the "Combat" option of the Area's Sounds Properties.

Author:  herkles [ Thu, Jan 08 2009, 3:43 AM ]
Post subject: 

I personally prefer listing to other music then NWN's music. There is better ambiant music out there for someone to listen to as it is anyways.

Author:  Slig [ Thu, Jan 08 2009, 3:45 AM ]
Post subject: 

I just have winamp playing with the normal NWN music turned off, so I can't tell if there's battle music either way.

Author:  Cori [ Thu, Jan 08 2009, 3:54 AM ]
Post subject: 

Selmak wrote:
If you specify the same track for day, night, and combat, then the music won't stop when combat begins; however it will stop after combat and then start playing again after the specified delay (defaults to 90 seconds). There might be a stop in between day and night with another delay.


Or, doing it that way, just put "no music" for combat, leaving only day/night music.

As is, most of the new areas I've been designing have no combat music, and many have no music at all, in preference of ambient sound and/or placed area sounds.

Author:  Selmak [ Fri, Jan 09 2009, 0:20 AM ]
Post subject: 

Well I think if you have no track selected for combat, then the day or night music will cut out when combat begins.

Obviously in script you can set a specific track to play regardless of the settings in force, which can be useful for dramatic effect.

Author:  Cori [ Fri, Jan 09 2009, 0:42 AM ]
Post subject: 

Nope. When "no music" is selected for combat, then the day/night music plays like normal, uninterrupted.

I just tested it to confirm, using "generic castle interior" as the day/night music. It didn't so much as stutter once combat began. And when the track ended during the long combat, after the delay, it started up again normally.

Author:  Yurell [ Fri, Jan 09 2009, 4:06 AM ]
Post subject: 

Well, no music would be good.

Author:  TormakSaber [ Fri, Jan 09 2009, 4:26 AM ]
Post subject: 

Aww, but the combat music is fun. :(

Author:  Yurell [ Fri, Jan 09 2009, 6:03 AM ]
Post subject: 

TormakSaber wrote:
Aww, but the combat music is fun. :(


Bring in the Warcraft II or Baldur's Gate music!

Author:  Gunz [ Fri, Jan 09 2009, 8:50 AM ]
Post subject: 

How dare you speak the name of such a horrible game! That Blizzard series is pure turd! ::sag nod::

Author:  Uberuce [ Fri, Jan 09 2009, 9:43 AM ]
Post subject: 

*puts on eyeliner and white T-shirt*

Leave the combat music alone! JUST LEAVE IT ALONE!

Author:  Selvec Darkon [ Fri, Jan 09 2009, 9:45 AM ]
Post subject: 

Leave the music on. If you don't want music, go into options and turn the music volume all the way down.

or just turn your speakers off you lazy turds.

Author:  Selmak [ Sat, Jan 10 2009, 17:56 PM ]
Post subject: 

If they turn their speakers off they can't hear their playful leader announce "All right crew, let's take them down!" :(

Author:  DarkAngelGirl [ Sat, Jan 10 2009, 18:39 PM ]
Post subject: 

Uberuce wrote:
*puts on eyeliner and white T-shirt*

Leave the combat music alone! JUST LEAVE IT ALONE!


Tehehehe, classic!

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