Update: SoundEvent.PlaySound2D stopped working for me mysteriously so I went back to using _mission.MakeSound, still with 'sound_category="ui"' and 'is_2d="true"'. So I guess the part of the video where I said I could not get 2D sound to work was accurate after all.
Sounds for weapon use seem to be tied to item_usage category. How would you go about changing or overriding this for a particular weapon? Say, if you wanted a certain javelin to use a different sound. I looked at item_usage_sets in the Native folder and found equip and unequip sounds, but not the sound when used. I was going to try to copy and paste to make a different item_usage name. I was hoping to stick to mostly xml editing as adding assets as the C# coding and dll editing is still incomprehensible to me. For my purposes it would work just to keep the old throwing sound and add in another sound overtop. Ex.. I'd like to make a sound for a fireball when cast, but it can trigger when the item_usage stone sound happens as the later is low volume and wouldn't be heard.
I'm not sure how the animation sounds work tbh. You could try reading this thread forums.taleworlds.com/index.php?threads/modding-sound-music.433302/ Someone there said they got it working with just xml editing. Others say it's buggy and doesn't work.
Just wanted to say thanks, you likely saved me a ton of time and frustration considering how poorly implemented this is and how poorly documented, we don't even have volume control... Hope you get more views.
How to change music in multiplayer menu? I wanna custom music when my mod is enabled. (For Multiplayer, not Singleplayer) Also how to change character's phrases to custom too? Like custom "Attack" "Retreat" and etc.
Hi, May I ask whether the problem that the sound cannot be displayed fully be solved? I found the sound only displayed for 1 sec when I try to edit it. Thanks
Update: SoundEvent.PlaySound2D stopped working for me mysteriously so I went back to using _mission.MakeSound, still with 'sound_category="ui"' and 'is_2d="true"'.
So I guess the part of the video where I said I could not get 2D sound to work was accurate after all.
Sounds for weapon use seem to be tied to item_usage category. How would you go about changing or overriding this for a particular weapon? Say, if you wanted a certain javelin to use a different sound. I looked at item_usage_sets in the Native folder and found equip and unequip sounds, but not the sound when used. I was going to try to copy and paste to make a different item_usage name. I was hoping to stick to mostly xml editing as adding assets as the C# coding and dll editing is still incomprehensible to me.
For my purposes it would work just to keep the old throwing sound and add in another sound overtop. Ex.. I'd like to make a sound for a fireball when cast, but it can trigger when the item_usage stone sound happens as the later is low volume and wouldn't be heard.
I'm not sure how the animation sounds work tbh. You could try reading this thread forums.taleworlds.com/index.php?threads/modding-sound-music.433302/
Someone there said they got it working with just xml editing. Others say it's buggy and doesn't work.
Just wanted to say thanks, you likely saved me a ton of time and frustration considering how poorly implemented this is and how poorly documented, we don't even have volume control...
Hope you get more views.
How to change music in multiplayer menu? I wanna custom music when my mod is enabled. (For Multiplayer, not Singleplayer)
Also how to change character's phrases to custom too? Like custom "Attack" "Retreat" and etc.
can i use this on multyplayer?
Hi, May I ask whether the problem that the sound cannot be displayed fully be solved? I found the sound only displayed for 1 sec when I try to edit it.
Thanks
Hi, is there an easy way to mod music in Bannerlord? Or it's still almost impossible?
The sound I added plays softly. I can't increase the volume.
I need help