Importing Music: Unreal Tournament 3 - Part 3

1: Getting Started
2: Sound Controls and Cues
3: The Music Arrangement
4: Cooking a Final Package
5: Quick Reference Guide

The Arrangement

Once all the individual music segments and stingers have been setup it's time to tell the engine which ones should be used for any situation. This is where the Music Arrangement comes in. While the events may be different for each Unreal Engine game the concept should be similar throughout. The Arrangement is a collection of properties that stores information for the engine to tell it which music segment to play for Ambient, which stinger to play for a player's death and so forth. There are a couple ways to create an Arrangement. One would be to click File and New in the browser window. The other would be to right click in the right hand side of the browser in the Package Content view pane while your package is in view and select UTMapMusic. Both will open a small window similar to the one that opened for importing the audio. With this we'll want to verify the Package Name is the same as our package. To keep our package organized enter a Group Name such as MusicArrangement and then pick a name for the Arrangement, preferably something with the word Arrangement in it. Lastly in the drop-down menu next to Factory select UT Map Music. If you followed the second method this field should already be populated.

After you click OK and new item should appear in the Package Content view pane. It will have a default bubble texture and the name you gave the Arrangement. Go ahead and right click on that and click Properties. A small properties window with two entries will appear, MapMusic and MapStingers. Click the items or click the arrows to the left to expand these items. You may also want to expand every item in this list to get a better view of the available properties. The top section is comprised of Map Music and the bottom of Map Stingers, we'll be going over the Music first.

Map MusicĀ 

The first information I'd recommend entering is the Tempo. It's important for this to be accurate as this will dictate how fast the cues will crossfade between one another. It's also an easy field to forget as it's the only one in the Map Music section that is not expandable. Once you've entered the Tempo you may notice the word Tempo is now in bold. This is an indication that this field has been changed. Any field that has had it's information changed or just entered will have a bold title. This makes it easy to view if you've entered anything for each section. Let's now move on to defining which music segments to use for the different events.

To set a music segment for an event first click it's Cue in the Package Content view pane. In the Arrangement Properties window there are three fields for each music section. Under the Action section click the left pointing green arrow to the right of TheCue. This will populate that field with the location of the Cue that you highlighted and tells the engine to use this Cue for the Action segment. The field CrossFadeToMeNumMeasures lets you define how fast you want this segment to fade in from another segment. By default all music sections will almost instantly switch between each other. If you want a slower transition increase this number. If you have music segments that use several different tempos you can also define that in the TempoOverride field. Do this for any segments that do not match the tempo you set in the main Tempo field. It should be noted that the Music Cues Explained tutorial goes into detail on how the engine choses each music segment and stinger to play based off how they are entered into the Arrangement.

Map StingersĀ 

Next up is music stingers. As mentioned the guide above goes into more detail on this subject. Stingers should be assigned with a certain degree of discretion. They are assigned the same way Map Music is, by clicking on the music stinger's Cue and then clicking the green left arrow next to the Map Stinger name. Remember to make use of your Package Groups to quickly switch the view between different groups. Even if you did not make any stingers to use it is important to assign the CTF based stingers. These are special event stingers that serve as additional indications to players during a CTF game. While it is possible and commendable to make your own, there are some default stingers available for these events that can be found in the package A_Gameplay. You should be able to find this in the Package List view in the left pane of the browser window. Right click on the name and then click Fully Load. The stingers Cues in this package should be set for the following events.

  • EnemyGrabFlag: A_Gameplay_CTF_EnemyFlagGrab01Cue
  • FlagReturned: A_Gameplay_CTF_EnemyFlagReturn01Cue
  • GrabFlag: A_Gameplay_CTF_TeamGrabFlag01Cue
  • ReturnFlag: A_Gameplay_CTF_TeamFlagReturn01Cue
  • ScoreLosing: A_Gameplay_CTF_ScoreDecrease01Cue
  • ScoreTie: A_Gameplay_CTF_ScoreTie01Cue
  • ScoreWinning: A_Gameplay_CTF_ScoreIncrease01Cue

Even if you aren't making music designed for Capture the Flag there is a chance someone may use it for this purpose and would be in your best possible interest to ensure your package was as complete as possible.

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