Quote: "As opposed to what? Fake music?"
Back and fully charged I see?
Quote: "As mentioned above, use .ogg or .wav music files. I don't think mp3's will work, at least they didn't before."
Correct, mp3 does not work.
Quote: "In my game I'd like to use real songs for the game music or have it activated during the level but when I set the song to trigger it does not play"
Playing sound with a Sound Zone:
Place your sound zone, then right-click and find the file you want. Make sure it is in the "files\audiobank\" folder at least (it can be in a sub folder within audiobank). For the main script, you can select "soundinzone.fpi", or "soundloopinzone.fpi" (if you want it to loop).
Playing sound within a script
Another method is to have a script without the use of sound zones. For example:
;Artificial Intelligence Script
;Header
desc = Level 1 Mission Log 01 (Infiltration)
;Triggers
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=languagebank\english\gamecore\NorthernFox\ww2_gu\Huds\ww2_gu_l01_mission_log.png,hudname=l01_mission_log,hudhide=1,hudmake=display
:state=0:music=audiobank\NorthernFox\WW2\GU\l_briefing_1.wav,musicvolume=50,soundscale=25
:state=0:state=1
:state=1,plrwithinzone=1:plrfreeze=300000,state=2
:state=2:hudshow=l01_mission_log,etimerstart,state=3
:state=3,etimergreater=150,scancodekeypressed=28:activateifused=1,hudfadeout=l01_mission_log,fadehuddown=l01_mission_log,plrfreeze=0,setposteffect=none,state=4
:state=4:none
;End of Script
You will notice the line ":state=0:music=audiobank\NorthernFox\WW2\GU\l_briefing_1.wav,musicvolume=50,soundscale=25". That line plays the sound in that particular level. It is only a few seconds, but plays over and over.
Another example from level two of a development we did:
;Artificial Intelligence Script
;Header
desc = Level 2 Mission Log 02 (Underground Mine)
;Triggers
:state=0:hudreset,hudx=50,hudy=50,hudimagefine=languagebank\english\gamecore\NorthernFox\ww2_gu\Huds\ww2_gu_l02_mission_log.png,hudname=l02_mission_log,hudhide=1,hudmake=display
:state=0:state=1
:state=1,plrwithinzone=1:plrfreeze=300000,state=2
:state=2:hudshow=l02_mission_log,etimerstart,state=3
:state=3,etimergreater=150,scancodekeypressed=28:activateifused=1,hudunshow=l02_mission_log,plrfreeze=0,setposteffect=none,state=4
:state=4:music=audiobank\NorthernFox\WW2\GU\Action.ogg,musicvolume=50,soundscale=25,state=5
:state=5:none
;End of Script
Again, note the line ":state=4:music=audiobank\NorthernFox\WW2\GU\Action.ogg,musicvolume=50,soundscale=25,state=5" which plays that particular piece. It is about two and a half minutes long. When the player hits a particular spot on the map (around the two and a half minute mark), there is another script I have to stop the music and then play another piece, like this:
:state=15,etimergreater=250:music=0,state=20
:state=20:music=audiobank\NorthernFox\WW2\GU\Impending_Boom.ogg,musicvolume=50,soundscale=25,activateifused=1,state=21
:state=21:runfpidefault=2,plrfreeze=0,state=22
From the above snippet, notice how you "stop" the music with the "music=0" command, then the next state calls the "music" command again. Quite effective to play music throughout your levels.
Not only can you play sound from sound zones or triggers, but you can have scripts that also play the sounds, using "plrsound" or "music" commands.
Quote: "I'd like to use real songs for the game music"
In that case, go with .ogg since .wav will/could be rather large.

Twitter: @NFoxMedia