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IIRC Wwise Mms has some knobs and dials that you can tweak to increase or decrease the frequency (but it's been a long time, so don't hold me to that).
Your best bet is to make either an MMS or Wwise Mms pack. A Wwise Mms pack would be more work but better quality. It MIGHT be possible to use the built-in events to trigger the music without creating a separate pack, but the only way to know if that will work is to try (since it depends on how their project was set up).
If you want to contribute to Wwise Mms itself, the code is here https://codeberg.org/nintendoeats/WwiseMms . I'd be pretty happy to hand the whole thing off to somebody else at this point.
Do you think I should contact the original MMS creator to discuss it, or should I just rip the vanilla songs and follow along with the regular MMS guide? I was curious how difficult a project like that might be. I have a background in programming but no XCOM 2 SDK or Unreal experience.
Is there an easy way to play the game's original soundtrack alongside the new soundtracks? In particular I miss hearing the tactical legacy and Shen tracks as offered by the Greater Music Variety mod. And every now and then I'd like to hear a Chosen track.
The recommended way to do this is to enable and disable music packs outside the game using AML. If you want to disable a specific track, you need to comment it out in the mod's config files.
It would be possible to create a menu in-game for enabling and disabling specific tracks (with some pack-specific caveats), but not for enabling and disabling whole packs. If somebody else wanted to do that I would provide support, but for me this project is now in maintenance mode.
As I recall, including the OG soundtrack in the mix is a feature provided through base MMS and can be toggled if you have the Mod Config Menu installed. However, the way the OG music is included is via an internal MMS pack, which doesn't include WotC music and has the same disadvantages as a normal MMS pack. The whole arrangement is rather unfortunate, and is basically a legacy situation.
The best solution if you wanted the OG music would actually be to create a Wwise Mms pack with that music. I remember discussing the idea of actually supporting the built-in music files, and I concluded that it might be possible but would require a lot of experimentation and some luck.
By default, in the scenario described, the track you get at the menu will be randomly selected from any of the MMS or Wwise Mms packs that are installed and enabled (and optionally the OG soundtrack).
Once a fully specified Wwise Mms pack starts playing, it will keep going for quite a long time (IIRC the default is 7 minutes), because the transitions and everything are part of the pack. In contrast, MMS packs are designed so that they always change when you enter a different game state. This means that once a Wwise Mms pack is randomly selected, you will be using it for some time to the exclusion of anything else.
The only possible solution to this would be adding and
option for Wwise Mms to have a random chance to change music definitions on state change, regardless of how long it had been running. Maybe I should have done this, I will bear it in mind for the future.
on mission prep, strategy layer, and maybe some other places, i ONLY get your SS2 tracks. never mixed in with the other music packs i have.
In that case, I think you have answered your own question and I am in agreement with the answer.
I hope that makes it clear why I'm interested in this extension. The additional functionality is great, and I hope to make use of some of the extra events as I learn my hopelessly noobish ways around the SDK, but mostly I just want a smooth music modding solution, you know?
AFAIK, the answer depends on what exactly you mean:
MMS uses the built in Unreal 3 sound engine, and I believe that means audio processing and mixing is handled by the main thread (I'm not sure if Unreal 3 spins in-engine audio onto its own thread by default, or if that is something that the developers have to implement deliberately). Wwise Mms packs and the base game music are played using the Wwise audio engine, which is a black box that runs alongside the game and is therefore on its own thread by definition.
I've been told that the MMS runs its changes on the "main thread" of XCOM 2, while the basegame's music (and packs created for this mod) run on a separate WWise thread. Among other things, I think the greatest benefit of this extension's approach is that it eliminates stutter when the main thread is under load, such as loading screens, cosmetic lists, etc.
I understand that modifying existing music packs to run on this mod's WWise thread would not be an easy task - but could it be possible? And could it be possible to do so without the SDK installed?
Or would it be easier to just create my own music pack from scratch? Haha.
Yup. Wwise Mms and and MMS packs can be installed and used in the same play session. There are systems in place to make sure that both kinds of tracks will get play time.
This feature is THE reason why I extended MMS rather than creating a standalone system.
On the plus side, Audio Kinetic provides a large selection of more recent versions, so I'm hoping that Wwise Mms and its packs can be updated to whatever the next XCom thing is.
Oh man though, it is totally cool to create custom transitions and do odd things based on game parameters. I find it very satisfying.