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[HL: S] Some Music Tracks Are Not Playing, and Related Issues #1367

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tim89 opened this issue Sep 22, 2013 · 5 comments
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[HL: S] Some Music Tracks Are Not Playing, and Related Issues #1367

tim89 opened this issue Sep 22, 2013 · 5 comments

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@tim89
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tim89 commented Sep 22, 2013

Several issues regarding music triggers:

  • map c2a1: after the player returns and uses the generator to destroy the gargantua, suspense07 should be played;
  • map c4a1: prospero04 should be played when the player enters the cave with a teleporter;
  • map c4a2: the track which is played here should not start right away, but be triggered when the Gonarch approaches the player
  • map c2a3d: suspense02 seems to be played a little too early, before the guard is shot; it's difficult to tell because the first few seconds of the track are relatively quiet;
  • map c1a0c through map c1a1f: track half-life07 should be played on a loop throughout, until the player enters a room in which there is a zombie sitting in a chair, and a stinger track interrupts it.

The last issue is of course tied to the fact that Source does not continue music playback after map transition. The original Half-Life's music placement relied on continued playback of music between maps. I do not suppose this can be fixed?

Finally, a question regarding two tracks which would not be triggered in the original game, but are triggered in Source. Namely, half-life16 at the start of map c2a3, and half-life11 at the start of map c2a4a (edit: I was wrong, the latter is works in GoldSrc). Pepper informs me that both of those triggers were present in GoldSrc version, but they were disabled. Was it a design choice to re-enable them?

System information: https://gist.github.com/tim89/6608159

@tim89
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tim89 commented Sep 23, 2013

My mistake, half-life11 does play in c2a4a in GoldSrc, it is just that the trigger is positioned behind the player after map transition.

@tim89
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tim89 commented Sep 23, 2013

Two more suspense tracks are missing:

  • map c2a5d: suspense05 should be played when the player enters the room with missiles
  • map c3a1a: suspense01 should be played when the player approaches the cistern with an ichthyosaur in it

There is also an issue with music played in the first stage of the battle with Gonarch. In Source it starts immediately, but in GoldSrc it seems to be triggered when Gonarch approaches the player.

@alfred-valve
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Issue #1338 covered most of these, were any missed?

@ghost
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ghost commented Sep 24, 2013

@alfred-valve No, I've added c3a1a, c2a5d, and c2a3d to the patch. Everything here should be fixed. Except the missing loop, that used to be caused by some old Quake carryovers.

@alfred-valve
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Cheers, I figured you had.

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