weedman 10 Posted September 17, 2010 hey guys these custom sounds are driving me to the point of madness as 1 wrong key and you have to restart the whole game :mad:. Ok so my problem is that i am trying to define multiple custom sounds but my ext just doesnt like it #include "bon_artillery\dialog\Common.hpp"#include "bon_loadoutpresets\dialog\bon_LoadoutPreset.hpp" #include "bon_settings\dialog\bon_Settings.hpp" #include "bon_artillery\dialog\Artillery.hpp" titleParam1="Time Of Day"; valuesParam1[]={7,10,13,16,19,22,1,4}; defvalueParam1=10; textsParam1[]={"07:00","10:00","13:00","16:00","19:00","22:00","01:00","04:00"}; titleParam2="Time Multiplicator"; valuesParam2[]={0,1,2,3,5,11}; defvalueParam2=0; textsParam2[]={"24 hours day","12 hours day","8 hours day","6 hours day","4 hours day","2 hours day"}; respawn=5; respawndelay=5; class CfgSounds { tracks[] ={Tactical Nuke, Spawn}; class sound1 { name = "Tactical Nuke"; sound[] = {\sounds\Tactical Nuke.ogg, db+10, 0.98}; titles[] = { }; class sound2 { name = "Spawn"; sound[] = {\sounds\Spawn.ogg, db+10, 0.98}; titles[] = { }; }; } The Error description.ext, line 38:CfgSounds/: Missings '}' And i am playing on combined ops should it make a diffrence, and yes i have created the sounds folder, converted to .ogg . thing that puzzles me is the first sound which is tactical nuke works fine but can not use duplicates. please help Kind Regards Share this post Link to post Share on other sites
Bon 12 Posted September 17, 2010 (edited) Don't know if its because you used QUOTE instead of CODE to highlight code in your post, or if your spacing is just a bit "inappropriate". However, with reformatting your code just a little bit, it took me about 2 seconds to find the missing "}": class CfgSounds { tracks[] ={Tactical Nuke, Spawn}; class sound1 { name = "Tactical Nuke"; sound[] = {\sounds\Tactical Nuke.ogg, db+10, 0.98}; titles[] = {}; [color="Red"]};[/color] class sound2 { name = "Spawn"; sound[] = {\sounds\Spawn.ogg, db+10, 0.98}; titles[] = {}; }; }; So use the CODE thingy in your posts, its the button with the hash on it... Also much easier for others to read your code. EDIT: I also see a problem in this line: tracks[] ={Tactical Nuke, Spawn}; I believe this blank between Tactical and Nuke causes a problem, better to change it to, lets say, Tactical_Nuke. Just in case... Edited September 17, 2010 by Bon Share this post Link to post Share on other sites
weedman 10 Posted September 17, 2010 wow worked a charm bon thanks for your help Share this post Link to post Share on other sites
memphisbelle 99 Posted October 1, 2010 hey guys, similar Problem here. My sound is listet in the trigger/tracks drop down menu. But ingame there isnt any Sound. I checked for spelling mistakes (Foldername / description.ext / Filename) But I cant find any mistakes. class CfgMusic { tracks[] ={warning_radio}; class warning_radio { name = "warning_radio"; sound[] = {Sounds\warning_radio.ogg, db+10, 0.88}; titles[] = {}; }; }; Share this post Link to post Share on other sites
haroon 10 Posted October 1, 2010 isn't it CfgSounds? Yours have CfgMusic Share this post Link to post Share on other sites
memphisbelle 99 Posted October 1, 2010 (edited) isn't it CfgSounds?Yours have CfgMusic yes, cause for some reason ArmA2 always ctd while saving after renaming CfgMusic to CfgSounds. The errormessage says. Line 46:. CfgSounds: Member already defined Line 46 is but empty...there´s no single letter. This is strange EDIT: CfgSounds always causes CTD, only CfgMusic seems to work. That means that I can select the Track from the Effeckt Track List. But no sound appears once the trigger activates. Any ideas? Edited October 1, 2010 by MemphisBelle Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 1, 2010 (edited) Search all your files in your mission for CfgSounds. If it's not defined in your description.ext, then it's defined in one of the includes. Note that any (or some?) preprocessor commands are stripped before execution, which may lead to wrong line numbers being reported. As for triggers, you need CfgSFX. Edited October 2, 2010 by CarlGustaffa Typo Share this post Link to post Share on other sites
haroon 10 Posted October 2, 2010 Line 46:. CfgSounds: Member already defined You should provide the full description.ext contents so that we could find the error. (As CarlGustaffa said,remember that you CAN'T define CfgSounds TWICE! or any other classes with the same name TWICE!) But no sound appears once the trigger activates. Any ideas? The problem of sounds NOT PLAYING in the editor can also be due to the Bitrate of the sound. I heard you can only use 22xxxx and 44100 hz for radio. (As for me, I always use the 2xxx (can't remember the exact numbers)) Try something like this : playSound "YourSoundName"; playMusic "YourMusicName" unit sideRadio "YourRadioSoundName"; Share this post Link to post Share on other sites