![]() In short, starting a new game twice will ensure the problem is circumvented by force. The issue resolves itself if an actual in-game track is triggered or if the player restarts the game (without exiting). If the game or mod has a looping menu music track set (gamestartup.mp3 present in the resource folder), starting a new game either in singleplayer or multiplayer will sometimes allow the menu music to keep playing in-game where it will continue on a loop.This is not intended behavior, especially evident in Opposing Force where a few music triggers are intentionally placed right before a map transition. If the game folder is not "valve", any music track that's playing will cut off at load zones.The bugs affecting music as of the current Steam build: In c0a0d, the end of the tram ride, there's a trigger_cdaudio entity (targetname "cd_audio_stop") with health set to "-1" to force the music to end with silence. This could be with a new track, as in the case of what stops the music that starts playing at the beginning Unforeseen Consequences, or by a null track. Tracks called by this method will stop playing when a trigger_cdaudio call interrupts them. The tracks should continue playing uninterrupted through load zones. This is how the music during the intro tram ride plays through the whole ride (initially starting due to c0a0's worldspawn). These music tracks start immediately upon map load, loop indefinitely, and continue playing even when entering other maps even where no worldspawn music is defined. Music can also be called in the worldspawn.They should continue playing uninterrupted through load zones. Music tracks are typically called by trigger_cdaudio entities.This is in addition to the misinformaiton by a few people describing incorrect behavior. There's a lot of redundant reporting in these threads as well as conflicting reports apparently as a result of Alfred making some changes in 2013 (which I don't recall). Ideally you could add an interface that lets GameUI query the client dll but that could get complicated.įeedback from Facepunch user Marphy Black: Other ways are unreliable, for example checking if you're playing a singleplayer game would fix it for all games but would break it for multiplayer. I think the simplest solution is adding a liblist.gam entry to control this. When I get time tomorrow, I'll run through the game looking to see if any more do this, but the only one I've found is the opening tram music which is supposed to loop.Īlso, a new wrinkle on the things replaying when you start a new game or load a save game, apparently you load a game while one of these looping songs is playing, instead of continuing to play the song until it's finished, it'll restart when the game loads and then restart after every level transition like the glitch of yore. In map c1a0c (the beginning of Unforeseen Consequences) the music track that plays (Half-Life07.mp3) will continue to loop constantly until a new track plays. ![]() You'd think the problem would be during the transition, not after! EDIT: This seems to happen with third party mods as well.ĮDIT: Just noticed an anomaly. In Op4 and Blue Shift, the music will play through the level transition, but then stop after the level had loaded, strangely enough.The only minor issue I've found is that music will keeping playing even through saving and loading, but if it stayed that was I wouldn't shed any tears □ The music plays all during the tram level, and gets cuts off at the end like it's supposed to, and music will play during and after level transitions and not restart infinitely. If you're going to PAX Prime this year and I run into you, I owe you a coke or something! □ ![]()
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