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Old 17-06-21, 08:50   #1
TRSMART
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Default Changing the background ambience

Hi all,


I've noticed in the original Core TR games they could change the ambient background music/noise in levels.

For example: TR3 jungle (normal background, birds whistling -> upon entering cave the mysterious noise takes over)

Is this possible for us to do as wel?

I'm currently working with the tomb3 engine with tomb editor.
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Old 22-06-21, 07:43   #2
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I'm not sure about the specifics of the tr3 engine, but in TE to do that you just use the F68 flipeffect trigger and choose the audio number of the desired ambient sound. You can also change the track on both the 1st channel (kind of like background I think) and the 2d (F129 trigger).
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Old 22-06-21, 08:58   #3
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You simply trigger a Audio.

The specific Track number is then put into the Timer field.

There are tools that let you inspect the cdaudio.wad file of the game that lists the tracks and their number.
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Old 22-06-21, 09:50   #4
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Quote:
Originally Posted by saintjunia View Post
I'm not sure about the specifics of the tr3 engine, but in TE to do that you just use the F68 flipeffect trigger and choose the audio number of the desired ambient sound. You can also change the track on both the 1st channel (kind of like background I think) and the 2d (F129 trigger).
That won't work with the tomb3 engine. The flipeffects you mentioned are for TRNG.
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Old 25-06-21, 11:43   #5
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Thanks everyone for the answers but I couldn’t figure it out, changing the audio track in the script file was only available for one sound, when triggering other audio track in the level it automatically returned to the ambience sound specified in the script (tombpc.dat) file. Weird how they did it.
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Old 26-06-21, 02:29   #6
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Isn't there a bitflag for "forcing a second loop ambience temporarily"? Feel I've done this in DXtre3d before with tr3. The script audio ID is the default track, but you need to trigger your desired 2nd ambience with a certain flag applied to make it repeat - until you step back outside onto a main trigger ambient ID with the same flag applied. Argh! Sounds screwed already haha.

How did TR4 do it? Tr4 also has a single script entry for ambience. Swear classic trle levels (pre ngle) this was achieved with trigger bitflags for alternative ambience inside and out.

Ooh. Does this help? https://www.tombraiderforums.com/showthread.php?t=79194

A guide of Titaks which includes how to do the old loop method in classic trle, which may help for tr3?

Good luck!
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Old 27-06-21, 22:48   #7
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Yes that's the way it's done and probably how Core did it!! Thanks a lot man!!!
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