Garry's Mod

Garry's Mod

BattleBeats | Ambient and Combat music
57 Comments
ricky dicky doo dah grimes  [author] 17 Aug @ 8:39am 
16th Note support was added recently, after I made the comparison table. I’m still figuring out how to add it without making the table look messy. For now, I’d say it’s pretty similar to mine, but mine has a few improvements and some unique/extensive features
Arrachtan 17 Aug @ 12:05am 
Although you mentioned that it works with SBM, Nombat, and 16th Note music packs, you only compare it to SBM and Nombat, so I was wondering how this compares to 16th Note.
#INVALID_USER 11 Aug @ 12:04pm 
I see, thank you
ricky dicky doo dah grimes  [author] 11 Aug @ 11:10am 
This addon is mostly client-side and packs forced from the server aren’t directly supported. However resource.AddWorkshop() should work, maybe it’s being run after the packs are loaded?
You could try reloading packs after joining the server.
You can also experiment with Debug Mode and the Load Local Packs option
#INVALID_USER 11 Aug @ 10:52am 
Cool.
Can I add packs from the server side?
I tried adding packs to the client using resource.AddWorkshop() but the pack for BattleBeats are recognised as LocalPack and pack such as SBM are not recognised.
chileta 7 Aug @ 6:09pm 
20/10
The Wheat Man 5 Aug @ 12:31pm 
ricky dicky doo dah grimes  [author] 25 Jul @ 4:35pm 
Not yet, but it's something I might consider adding. For now, the only related toggleable feature is that combat tracks will play from the same pack as the ambient ones
Armalad 25 Jul @ 3:41pm 
Very cool, I don't know if this is a feature already, but can you create an option to connect Ambient and Combat tracks? Like, if Ambient Track 1 plays, so will Combat Track 1 play until the Ambient track has finished. It would make things feel a lot better if Ambient and Combat tracks were more consistent.
Midnight 24 Jul @ 9:33am 
only other issue i've found is that with the "Anti-Screamer" mod enabled, the first song will be paused when starting a map. but, it's very easy to workaround, and i mean... duh, anti-screamer is supposed to do that, lmao

jokes aside, point is: no issues worth reporting :ranald: but i'll let you know if i run into something.
thanks again!
ricky dicky doo dah grimes  [author] 24 Jul @ 8:11am 
Capitalization should work now after brackets, let me know if anything else looks off. Also, glad you’re enjoying my addon
Midnight 24 Jul @ 7:54am 
ahhhh that makes sense. makes me feel quite silly for worrying about my capitalization now though lmao, i guess that's what i get for not checking.
thanks for the quick response and the quick fix! 'been having a lot of fun using and making packs for this
ricky dicky doo dah grimes  [author] 24 Jul @ 7:45am 
Oh, I’ll fix that later today. It’s happening because I use my own function to capitalize the first letters of words. When you upload files to the Workshop, all filenames get converted to lowercase, so I had to work around that
Midnight 24 Jul @ 7:43am 
posting a screenshot of the bug separately in case steam gets upset about the link:
https://ibb.co/pjy9C71S
Midnight 24 Jul @ 7:40am 
Found an extremely minor but unusual bug: if the song name has an open parenthesis, the next letter will be lowercase. ex: (Combat Mix) becomes (combat Mix). this occurs in both the music list and the notification in the top right. Not sure what's causing it but I've been able to reproduce it consistently on my end.
ricky dicky doo dah grimes  [author] 13 Jul @ 8:22am 
@objir It should be working now
objir 13 Jul @ 8:01am 
battlebeats_enable_ambient option keeps getting reverted back to 1 after game restart, if set to 0.
Visionary 22 Jun @ 7:46pm 
Thanks for the help
Visionary 22 Jun @ 7:27pm 
I found out what packs were breaking it. It was just some pill packs
ricky dicky doo dah grimes  [author] 22 Jun @ 7:17pm 
Well looks like you figured it out since the comment’s gone
ricky dicky doo dah grimes  [author] 22 Jun @ 5:07pm 
Have you tried disabling every addon except this one and the packs? Sometimes other addons can override global functions and cause conflicts
Visionary 21 Jun @ 11:51am 
I’ve tried that a few times
ricky dicky doo dah grimes  [author] 21 Jun @ 11:41am 
@Visionary Hmm, strange. Try reinstalling this addon and one of the music packs
Visionary 20 Jun @ 2:23pm 
I’m using battlebeats packs and they are enabled in the Addons menu
ricky dicky doo dah grimes  [author] 20 Jun @ 11:04am 
@Visionary Are you using BattleBeats packs, or other ones like Nombat or SBM? And are they enabled in your Addons menu?
Visionary 18 Jun @ 7:50pm 
I’m having an issue where it says in the menu no packs found when I have packs downloaded
ricky dicky doo dah grimes  [author] 13 Jun @ 6:45am 
Almost everything here is client-based, including track exclusions. The server only sends a signal to let the client know you're in combat, everything else is handled locally
joe 13 Jun @ 6:42am 
is the individual track enabling disabling for server or only for client
ricky dicky doo dah grimes  [author] 29 May @ 2:41pm 
@208 It should work now. I’ve added it as a new feature. Let me know if you run into any issues
ricky dicky doo dah grimes  [author] 17 May @ 12:06pm 
@208 No, combat tracks only trigger when an NPC is actually aggroed on you not just nearby
2O8 17 May @ 8:36am 
Does this work on if NPCs fighting each other? (I'm aware addons like Action Music does this but it doesn't support VJ Base Npcs)
BaJlepa 6oJlbIIIou' eJlDaK 17 May @ 6:59am 
action music just has 4 types of songs instead of just background and combat, i didn't bother with stems for the same reason
ricky dicky doo dah grimes  [author] 17 May @ 5:51am 
@LilMonsterDemon Hmm yeah it would technically be possible but I don’t think it would be worth it in the long run. Making packs that way would be pain and honestly that’s not really the point of this addon.
The main reason I created BattleBeats in the first place was to fix issues I had with Nombat and to make pack creation a lot easier. I think there’s already an addon called Action Music that does something similar to what you're describing anyway
BaJlepa 6oJlbIIIou' eJlDaK 17 May @ 4:32am 
@LilMonsterDemon
i dont think that'd be hard to do at all, just sourcing the stems would be a bit tedious i reckon. there's also a possibility of many stems being made uniquely to fit the music system for the game they're for, so they may not even fit into the mods architecture without too much hassle in the audio editors
LilMonsterDemon 8 May @ 8:23am 
I know this may be a bit advanced and (maybe) difficult to have something like this but...

is there a way to possibly implement a dynamic music stem system like
Ambient: Instrument1, Instrument2 (just something to fill the silence)
Battle: Instrument3, Instrument4 (minor percussion tracks)
Intense Battle: Instrument3, Instrument5, Instrument6 (More intense tracks)

I don't know any other addons that try to implement a thing like this but if you do let me know
ricky dicky doo dah grimes  [author] 6 May @ 2:52am 
@godzillaman It should work, but if it doesnt could you let me know the console names of the NPCs they use? It should be something like npc_citizen for example.
ricky dicky doo dah grimes  [author] 6 May @ 2:49am 
@Ready No, at least not as of today. I might add support for it in the future though
Godzillaman 5 May @ 11:01pm 
There a way to make this work with NZombies Rezzurection?
Ready 5 May @ 3:32pm 
are these compatible with 16th note and action muisc packs?
ricky dicky doo dah grimes  [author] 5 May @ 10:01am 
It mostly depends on your ambient and combat wait time settings. If those values are set really low the system will pretty much reset and pick a new track every time. For example if you set the combat wait time to 10 seconds and you exit combat then re-enter it after those 10 seconds it will trigger a new track to play
Electric Kool-Aid 5 May @ 9:44am 
thanks for the new addition. I'm really digging it. Also, are the tracks suppose to restart when you enter and leave combat?
ricky dicky doo dah grimes  [author] 5 May @ 8:42am 
If you only want one specific track to play you can just exclude all the others in the pack settings and leave the one you like enabled
ninja "fornite" blevins 5 May @ 8:25am 
is there a way to force a specific track?

for example, instead of clicking "Force Next Track" until i get the track i want, is there a way to specifically choose, for example, C7 out of a specific pack to play during combat?
ricky dicky doo dah grimes  [author] 5 May @ 6:13am 
Ive added a new option called "Switch to current pack only" which might be exactly what you were looking for. Its available under Advanced Options in the BattleBeats settings
Electric Kool-Aid 4 May @ 1:44pm 
nice. Once again I applaud you for your efforts as I'm loving your addons and I hope to see more peak additions to the game I never knew I wanted
ricky dicky doo dah grimes  [author] 4 May @ 1:38pm 
I'm working on adding playlist support, so you’ll be able to group and control music playback more precisely
Electric Kool-Aid 4 May @ 12:57pm 
Do you plan on changing it in the future or leaving it?
ricky dicky doo dah grimes  [author] 4 May @ 12:39pm 
Yes, thats correct
Currently when a track finishes or during a switch when the ambient/combat wait timer is passed the system will randomly select a track from any enabled pack, excluding the last played track and any tracks the user has manually excluded.
This behavior also applies to the “Force Next Track” button, it will pick a random eligible track from all active packs
Electric Kool-Aid 4 May @ 12:24pm 
I activated 3 music packs (1 ambient & combat per pack, all the same length) and at rare occasions, the combat music would switch to another pack and sometimes switch back to the first music pack's combat music. There is also when you press "force next track", it will mix combat and ambient pack music. These were tested with nombat packs that all had "a1" and "c1" mp3 files in their respected packs
ricky dicky doo dah grimes  [author] 4 May @ 11:38am 
Alright, if I understand this correctly, its supposed to work like this:
Scenario: You have 3 music packs, all enabled:
Pack 1: “DarkSynthWar”
Pack 2: “EpicOrchestral”
Pack 3: “ChillVibes”

How it should work:
The game starts by playing ambient music from one pack, e.g DarkSynthWar_Ambient.mp3
During combat it switches to the combat track from the same pack, in this case, DarkSynthWar_Combat.mp3

After combat, it returns to the same ambient track (DarkSynthWar_Ambient.mp3), rather than randomly picking ambient from another pack (like EpicOrchestral_Ambient.mp3)
As long as the current ambient or combat track hasn’t finished playing completely, the game stays within the same pack, switching only between that pack’s ambient and combat tracks

Once one of the tracks fully plays through, the game switches to a random different pack (e.g "EpicOrchestral") and repeats the process