
Name: XxxXMusicFix06BETA
Date: 1-05-06
Version: v0.6 Beta
Compatibility: UT2004 v3369
Description: *XxxX* MusicFix

Credits: *XxZER01xX*

Additional Credits: Wormbo
http://www.koehler-homepage.de/Wormbo


Installation:
Place the 3 system folder files in UT2004\System


Comments:
This Mutator allows Custom Music to be embedded into UT2004 Maps.
It looks for a .wav file named XxxX embedded in myLevel within the Map itself. If found the sound is played client side over the announcer and does NOT start the Music over if you are killed and respawn.

Most Converted Maps will show -2K6 in the filename of the Map itself.

Dedicated Server:
Add ServerPackages=XxxXMusicFix06BETA to [Engine.GameEngine]
Add XxxXMusicFix06BETA.u.uz2 to the Redirect.

Mutator String:
XxxXMusicFix06BETA.MutXxxXMusicFix

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Tutorial for Importing Music into a Map.


#1 Pick a Map you want to Import your Music into. 

#2 (Picking the music) Make sure it is something that you would like to have in the map because once the map goes public there is no way to change it's final unless you make a new map. 

#3 (Convert your music to .wav files) there are alot of converters out there. The author of this mutator uses dBpower AMP to convert his music. I use other applications myself. 

#4 (Converting your music), I find that mp3's have the best quality when converting to wav's in order to keep the file sizes down you set the convertion to 1-8-22,050 that would be 1=mono 8=8bit 22,050=khz. 
You can go with a khz like 44000 but the file size will be double and if your map is a large map in file size it way to big. 
(IMORTANT!!! IF YOU ARE PLANNING TO USEING the ELITE MUSIC FIX YOU SHOULD RENAME the MUSIC FILE XxxX.MP3 BEFORE CONVERTING, THIS WILL INSURE the QUALITY OF the MUSIC STAYS) 

#5 (Importing) the song into your map is fairly easy after converting your music file like above and remembering were you saved the XxxX.wav file. Now open your map in Unreal Ed and then click on the sound browser. 
In the sound browser click on /file/import and then go to the location of your XxxX.wav file. 
Once you have selected your wav file you will be prompted with a package screen in the package area put "myLevel" without the quotes. 

Everything else stays, just hit ok at the bottom of the package window you should now see your music file in the sound browser. You can test play it to make sure it plays your song. If it does not play then the conversion went wrong and you will need to start over with #1 above. NOTE: Sometimes you may not hear the music and it works fine. 

#6 (Adding to your map) Once you have the music in your sound browsers you are ready to add it to your map. Remember that the music will not work if you are not useing your map with the XxxXMusicFix06BETA mutator. 
Now open your Actor browser and in the actor browser there are a number of items to choose from you will select "Keypoint" click on the + beside it. 
Now you will have a list of options just highlight the "Ambient Sound" once done go into your map anywhere... Doesn't really matter as long as it is within your map zone not out of the zone or it will not work. I usely go right to the middle of my maps. 
Place your mouse somewhere in the map and right click from the drop down menu and click on add Ambient Sound. 
It will place a "Keypoint" in the map, a small sqaure box with a key. 

#7 (Making it work), you will have to change some properties in the new "Keypoint" you just added. Put your mouse over the keypoint and right click and hit properties. 
There will be a box pop up with a list of settings, the only one we are going to edit is the bottom one marked "sound". 

There are several options in this box but we are only going to edit 4 of them. 
Ambient Sound, Sound Radius, Sound Volume and TransitSoundR.... 

First click on the Ambient Sound you will see none to the right click on the "use" button and you should now see your XxxX file and the path to the package to the right. If you do not see it then your sound is not selected in the sound browser and you must go to the sound browser and highlight it and then return and hit use again. 

The next one to edit is "Sound Radius" just click on it and change the value to "0" removing the "100" 

Do the same with the Sound Volume and TransitSoundR that's it now you can close the properties box and rebuild your map and save. 

Make sure when saveing your map to add the -2k6 at the end of the map name this is important. 
Example: "DM-mymap-2k6" 


I hope this has helped clear things up and if it does not work then start over.

Thank you 
Chris 
AKA:*XxDeathmakerxX* 

Note: This read me file was edited by (A.S.S)BORG. To my knowledge the Author of this Mutator is no longer a XxxX member. Full credit goes to the Authors. I'm just passing along a kick ass mutator!!! :)