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#1990 Music Looping Behavior

Audio
closed-duplicate
nobody
None
5
2024-04-09
2016-11-20
No

Concerning the music looping.

In the original, it went like this:

As long as you are in the music area (like the stables at the start, a tavern or dungeon) the music would loop, even if you have gumps open or hold a conversation. Once you DO leave the area, the music would run out and then switch back to ambient sounds (unless another music is triggered).

In Exult, there are two behaviors:

-With looping enabled, the music loops endlessly, until you trigger a different music! The trigger that once you leave the music area there won't be more loops is missing. Thus you also never hear embient sounds (birds and stuff).

-Without looping, the music just runs once and won't do so again unless you again enter the building in question or run over a very specific trigger.

I compared it with the original. Right at the start in the stables, the song loops until you leave the stables, then it won't appear again. In Exult, the behaviors above happen.

That's what I meant that the looping doesn't work like the original (in the original, the looping was quite clever).

Discussion

  • Knight Captain

    Knight Captain - 2017-02-16

    This is also incredibly annoying in SI with the Fellowship music never stopping, just hanging on a buzz.

     
  • Dominik Reichardt

    • status: open --> closed-duplicate
     
  • Dominik Reichardt

    tracked in our new issue tracker https://github.com/exult/exult/issues/491