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Importing Music: Unreal Tournament 3 - Part 5 |
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1: Getting Started 2: Sound Controls and Cues 3: The Music Arrangement 4: Cooking a Final Package 5: Quick Reference Guide This is a short reference outlining the steps for importing music into Unreal Tournament 3 and creating a distributable package. More detailed information about each of the steps can be found in their respected sections. - Import wav data and provide a Package Name.
- Use Groups to organize files in the package.
- Check bAutoCreateCue.
- Uncheck bIncludeAttenuationNode.
- Set the compression properties for each imported wav (USound).
- Check bForceRealtimeDecompression for each USound.
- Use Batch Process on the package to set the audio type to Music.
- Use the Sound Node Editor to define loops for looping music segments.
- Adjust the Volume Multiplier of each USound Cue to a reasonable level.
- Create a new UTMapMusic to use as an Arrangement.
- Define the tempo and assign each music segment's Cue to the appropriate MapMusic section.
- Adjust CrossfadeToMeNumMeasures and TempoOverride for each section if needed.
- Assign each music stinger Cue to the appropriate MusicStinger section.
- Assign stingers located in A_Gameplay to special CTF stingers.
- Save the current music package.
- Load a map.
- Assign the music's Arrangement to the map's MapMusicInfo in the World Properties.
- Save the map under a different filename and cook.
This concludes the tutorial on importing music into Unreal Tournament 3. If you'd like to tell me how wrong I am or that by some mistake you actually found this tutorial useful, let me know here.
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