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#935
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fktifzobr@mail.ru
yeah, there are many such mods; two mechanics — either a banal replacement of tracks, or adding a folder with new tracks and modifying game files to connect them to the game

as far as I remember, mod 5.5 for example adds new tracks for territories and battles

and in my RTF, new tracks do not replace the standard ones

Added after 13 minutes
files responsible for music are located in data.pak in the folder \Sounds\_(Music)

in the TableRaceMusic.xdb file, it is written how many tracks a faction will have

here is an example — the music list for the human city, this is the benchmark
humans
 
TOWN_HEAVEN
- this thing doesn't seem to work, it's recorded in the city
city
tavern
recruitment
idk if it works
- battle track 1
- battle track 2
- siege
- victory
- defeat
- retreat
- waiting


for instance, dwarves don't have recruitment and tavern tracks, Inferno has 3 battle themes, etc.

now about the tracks — as you can see in the file, paths to game files are recorded, not to the music itself — it is within these that the paths to the music are written; here is an example, file AI-Themes/Haven.xdb
Haven.xdb

    ..\Music\AI-Themes\AITheme-Haven.ogg - this is the path to the track, mp3 format can also be used
    5000
    2000
    1000
    10000


Added after 5 minutes
about map music
it is tied to the texture

for example, let's take grass
folder \MapObjects\_(AdvMapTile)\Grass\Grass.xdb

Grass.xdb

   
   
   
    11
    TT_GRASS
   
        0.188235
        0.478431
        0.113725
   
    \texture\Terrain\Grass\Grass_icon.bmp< /IconFile>
    - nature sounds
    - music
    false

This might be useful to me for something else.

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