Music override for an animation or special move

afhc2x17

Active member
Hi again, while I was working on my mod, I was thinking: is it possible to use a script for custom music overriding the stage music during an animation of a special move, then resuming play of the stage music when the animation is over? You know, like some Supers such as the Fatal K.O. from Hokuto no Ken Arcade ("HOKUTO HYAKURETSU KEN!!!"). Thanks in advance.
 
As far as i know there is no way to play 2 music tracks simultaneously,
there might be way to pause & then resume (those commands would have to be applied at certain animation frames)
after the pause command you use the play comand to play the other tune, then stop it & unpause the previous music

if there is no way to pause & resume, the other thing that you can do is lower the volume of the music at a certain frame, play a long-ish sound instead of a punch or scream with the animation & at the end of that especial animation raise the volume of the music again...
 
afhc2x17, yes you can do this. You can't play two tracks at the same time, so it isn't as simple as pausing one while another plays, but you can start a music track at any point. The script functions to do it are listed in the manual. This means you can do two things:

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[*]Stop the track when you want your alternate to play, and capture the current position. Play your alternate track, and when it's finished, start the old track at captured position.
[*]If your alternate track isn't too large, you could always just make it a sound effect, in which case you could just pause the original music and resume it. This would use more memory, but it's far simpler to do. If your alternate track isn't more than 30 seconds or so, this is the way I'd recommend.
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DC
 
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