darkxess 60 Posted January 4, 2011 (edited) Description: Ok here is something which I made for my own private use, but since so many people have asked me to release this or have been looking for something like "Air Raid Sirens" etc ... so here it is. I was in Israel a few months back when I heard the sirens about to start up, so quick thinking I picked up my sound recorder and recorded this perfect sound of what is sadly a daily thing in Israel. What you hear in the demo mission is the real thing, there is no other sounds .. just a pure Air Raid Siren recorded in isreal and edited by myself then converted to a .ogg sound file. Usage: Make a description.exe file in your mission folder and add this code: class CfgMusic { tracks[]={nam,eve}; class nam { name = "Siren1"; sound[] = {\Sirens\SirenLoopMono.ogg, db+10, 1.0}; }; class eve { name = "Siren2"; sound[] = {\Sirens\Sirens.ogg,db+15, 1.0}; }; }; In the Editor create a trigger and under "effects" >> "track" >> you will find 2 sounds, "Siren1" and "Siren2" number 1 is a mono loop, not my favorite! number 2 is the one I like most and used in the demo mission. You can always change this yourself by adjusting the trigger to "Siren1" Included Demo mission: It comes with a mission as a demo version. Extract the folder to your ArmA2\other Profiles\Yournick\Missions and load it in the editor. Credits & Notes: Thank you to Jarhead for the advice on how to convert and edit sounds etc ... This mod has been testing on ArmA2 and OA but not on multiplayer. [confirmation it works on MP would be great] ArmaHolic Mirror Any feedback is welcome, thank you ... and enjoy! Edited January 4, 2011 by DarkXess Share this post Link to post Share on other sites
nikiforos 450 Posted January 4, 2011 Thanks but I cant make it to work. There is already description.ext file in your mission folder with the code so I didnt change anything. In the editor I tried everything you said but cant find the siren1 and siren2. Can you please help me? Share this post Link to post Share on other sites
darkxess 60 Posted January 5, 2011 Thanks but I cant make it to work. There is already description.ext file in your mission folder with the code so I didnt change anything.In the editor I tried everything you said but cant find the siren1 and siren2. Can you please help me? First make your mission, then add the sound folder and description to your mission folder, then try looking again in "track" and you should see them 2 files at the bottom of the list. Anymore problems then just let me know. Share this post Link to post Share on other sites
nikiforos 450 Posted January 5, 2011 Ok I will try later today and I let you know if somethings wrong. Share this post Link to post Share on other sites
Trapper 0 Posted January 5, 2011 The sounds are good work, though cfgMusic isn't the perfect definition for them. cfgMusic is two-dimensional. The sound doesn't take the players position on the map into account. Like virtual headphones. Also it's affected by the music volume, if the player turned it down to zero your ambiance sound becomes muted. cfgSound is three-dimensional. More distance - less volume. Left of the emitting position - sound is only played on the right channel speaker. You'll have to use the dB value to adjust the audible distance. Way too much dB caused the temporary deafness effect in ArmA1. The sound will have to be played by/from any map object with the say command. In ArmA1 there was a problem when using sounds like that in cutscenes, can't really remember. I'm sorry this is only OFP/ArmA1 experience about the topic, but you should give it a try. Share this post Link to post Share on other sites
darkxess 60 Posted January 6, 2011 The sounds are good work, though cfgMusic isn't the perfect definition for them.cfgMusic is two-dimensional. The sound doesn't take the players position on the map into account. Like virtual headphones. Also it's affected by the music volume, if the player turned it down to zero your ambiance sound becomes muted. cfgSound is three-dimensional. More distance - less volume. Left of the emitting position - sound is only played on the right channel speaker. You'll have to use the dB value to adjust the audible distance. Way too much dB caused the temporary deafness effect in ArmA1. The sound will have to be played by/from any map object with the say command. In ArmA1 there was a problem when using sounds like that in cutscenes, can't really remember. I'm sorry this is only OFP/ArmA1 experience about the topic, but you should give it a try. Hey Trapper, thanks for your advice! unfortunatly I did try that way, but it didnt work! so I looked for other ways and still couldnt find, so for now its just at this stage, though im hoping on an update soon.. I am going to make a thread to ask others with more experience on how to change it so that its like how you said! more dimensional too. Thanks man. Share this post Link to post Share on other sites
darkxess 60 Posted January 12, 2011 (edited) Updated with 3D Dimensional sounds. Use the radio commands to call the sound, also added a new 3rd siren sound! The code has also changed in the description to this: class CfgSounds { sounds[]={nam,eve,puk}; class nam { name = "Siren1"; sound[] = {\sound\SirenLoopMono.ogg, db-6, 1.0}; titles[] = {""}; }; class eve { name = "Siren2"; sound[] = {\sound\Sirens.ogg, db-6, 1.0}; titles[] = {""}; }; class puk { name = "Siren3"; sound[] = {\sound\Sirens2.ogg, db-6, 1.0}; titles[] = {""}; }; }; DownLoad Here! A big thank you also to Trapper on the BIS forums for his help. Edited January 13, 2011 by DarkXess Share this post Link to post Share on other sites