Sky999 10 Posted January 24, 2011 I've never been able to get custom music working for ARMA2, but for my current campaign I'm working on it's crucial that I do. 1. I have an .ogg file called 'MiriamMakeba.ogg'. 2. I have made a new folder called 'sounds' in the mission 'Home_Sweet_Home'. 3. MiriamMakeba.ogg has been placed in the sounds folder. I have a 'description.ext' file and inside I have this script: class CfgSounds{ // List of sounds (.ogg files without the .ogg extension) sounds[] = {MiriamMakeba.ogg}; // Definition for each sound class song { name = "MiriamMakeba.ogg"; // Name for mission editor sound[] = {\sound\MiriamMakeba.ogg, 1, 1.0}; titles[] = {}; }; }; 4. I have a trigger set to 'Civilian' 'Present' and in the 'OnAct' box I have this: playSound "MiriamMakeba.ogg" I load in-game and get the message: Sound MiriamMakeba.ogg not found Share this post Link to post Share on other sites
mosh 0 Posted January 24, 2011 class CfgSounds { sounds[] = {}; class sound1 { name = "sound1"; sound[] = {sound\miriammakeba.ogg, 1, 1}; titles[] = {}; }; }; playSound "sound1"; I use all lowercase in sound names (I think I read that I should somewhere). There were also a few errors in your original... so hopefully mine should work for you. Just remember rename you miriammakeba.ogg to all lowercase... Good luck. Share this post Link to post Share on other sites
Deadfast 43 Posted January 24, 2011 playSound uses the class name, in your case song Share this post Link to post Share on other sites
Sky999 10 Posted January 24, 2011 (edited) Sound song1 not found I copy and pasted the new script you sent me to the description.ext Mosh, then I changed the sound files to 'miriammakeba.ogg'. Have I missed anything out? EDIT Now I'm not getting the message, but I'm also not having any sound play? I'm starting to think it's a problem with the file, I used Audacity to convert it to .ogg, so I don't see why it would be wrong. I never understand why everyone else seems to be able to do these things yet they refuse to work for me... Edited January 24, 2011 by Sky999 Share this post Link to post Share on other sites
mosh 0 Posted January 24, 2011 I copy and pasted the new script you sent me to the description.ext Mosh, then I changed the sound files to 'miriammakeba.ogg'. Have I missed anything out? Did you reload the mission in the editor? For changes to description.ext you need to reload or save the mission. http://www.moshland.com/temp/TEST_description.zip Share this post Link to post Share on other sites
Sky999 10 Posted January 24, 2011 Did you reload the mission in the editor? For changes to description.ext you need to reload or save the mission.http://www.moshland.com/temp/TEST_description.zip Ahhh, now I'm comparing mine to yours, and while your file is 31.5kb, mine is a gigantic 337kb, could this be why the sound isn't playing? Share this post Link to post Share on other sites
mosh 0 Posted January 24, 2011 (edited) Ahhh, now I'm comparing mine to yours, and while your file is 31.5kb, mine is a gigantic 337kb, could this be why the sound isn't playing? I just used a small sound file and named it what you named yours. You can just copy your sound over it in sound folder. Edit - according to the wiki... http://community.bistudio.com/wiki/description.ext There are three types of sound that can be specified: General sounds that can be used for dialog, voiceovers in the briefing etc. These sounds are actioned in a mission by using the commands: say, playSound Dialog where one unit talks over the radio, for example using the command sideRadio Music using the command playMusic I use playSound mostly and playMusic for intro/outro... although the 2 seem to be pretty much the same thing. Edited January 24, 2011 by Mosh more info Share this post Link to post Share on other sites
Sky999 10 Posted January 24, 2011 Two things I haven't tried. 1. Changing the size of the file, but it is a two minute song. 2. Doing the changes, then restarting ARMA2 and seeing If it works. Anyway thanks for your help, perhaps these screen shots might reveal something. Share this post Link to post Share on other sites
mosh 0 Posted January 24, 2011 After reading this http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.html I noticed this Music : Up to 44100 Khz, 16-bit, Stereo. Any length supported.Speech : 22050-44100 Khz, 16-bit, Mono. Any length supported ? Radio : 11025-44100 Khz, 16-bit, Mono. Final sound files must not exceed a certain length. I suggest using 11025 Khz since you will notice little difference in quality with 44100 Khz anyway. I'm guessing that's the difference, you need playMusic since it's 16 bit stereo .ogg (I always use mono).So either record it in mono, or maybe try using playMusic class CfgMusic { tracks[]={}; class song1 { name = "song1"; sound[] = {"sound\miriammakeba.ogg", db+0, 1.0}; }; }: with PlayMusic "song1"; Didn't mean to run you in circles, I should have asked about the .ogg earlier... Share this post Link to post Share on other sites
Sky999 10 Posted January 24, 2011 (edited) After reading this http://ofp.toadlife.net/downloads/tutorials/tutorial_sound/tutorial_sound.htmlI noticed this I'm guessing that's the difference, you need playMusic since it's 16 bit stereo .ogg (I always use mono). So either record it in mono, or maybe try using playMusic class CfgMusic { tracks[]={}; class song1 { name = "song1"; sound[] = {"sound\miriammakeba.ogg", db+0, 1.0}; }; }: with PlayMusic "song1"; Didn't mean to run you in circles, I should have asked about the .ogg earlier... No it's fine, thanks for the help, I'll test it when I get back from work tomorrow. Edited January 25, 2011 by Sky999 Share this post Link to post Share on other sites
Sky999 10 Posted January 25, 2011 (edited) Well the new script for 'Playmusic' gives me a CTD and this error, so that's out. I'll try converting it to mono. EDIT It already seems to be recorded in mono... Edited January 25, 2011 by Sky999 Share this post Link to post Share on other sites
mosh 0 Posted January 25, 2011 Im an idiot... sorry but a typo on my part... last : should be a ; class CfgMusic { tracks[]={}; class song1 { name = "song1"; sound[] = {"sound\miriammakeba.ogg", db+0, 1.0}; }; }; playMusic "song1"; Sorry... still learning this stuff myself. ;) Share this post Link to post Share on other sites
Sky999 10 Posted January 25, 2011 Im an idiot... sorry but a typo on my part... last : should be a ; class CfgMusic { tracks[]={}; class song1 { name = "song1"; sound[] = {"sound\miriammakeba.ogg", db+0, 1.0}; }; }; playMusic "song1"; Sorry... still learning this stuff myself. ;) No worries, you did a lot better than I ever could. It works now, but I still get a sound sound 1 not found error, but then the song does play. It's strange that it says that, can't think of why. Thanks for the help. Share this post Link to post Share on other sites
Sky999 10 Posted January 26, 2011 I don't suppose you know a way to stop this message popping up before the sound plays? sound sound 1 not found The sound does play, but you can imagine that it takes away the immersion the player has the game freeze to tell him that. Share this post Link to post Share on other sites
mosh 0 Posted January 26, 2011 Do you have something telling it to play sound 1? Do you accidentally have it somehow telling it to play the old sound still? If you are using spaces in sound files, I don't think they work. Use an underscore. Share this post Link to post Share on other sites
Sky999 10 Posted January 26, 2011 Do you have something telling it to play sound 1? Do you accidentally have it somehow telling it to play the old sound still? If you are using spaces in sound files, I don't think they work. Use an underscore. Well the description.ext is still just this: class CfgMusic{ tracks[]={}; class song1 { name = "song1"; sound[] = {"sound\miriammakeba.ogg", db+0, 1.0}; }; }; I just have a little trigger along a road set to Civilian Present and this is in the onAct box: playMusic "song1"; Share this post Link to post Share on other sites
lousy_lizard 3 Posted November 8, 2012 I seem to have this function working ok but been trying it on a dedicated server and don't want them to run more than once if a new player joins server or another player respawns. I placed this "if (!isServer) exitwith {};" in the trigger but it does not seem to play the sound clip at all when trigger activated. When I did not place that on the trigger it worked all could hear clip but when someone else joined the server and triggered it again they were the only one to hear it the rest of us because we had already heard it once could not. These triggered sound clips are all about timing so don't need them playing at wrong time for new players hopefully someone has an idea thanks. Share this post Link to post Share on other sites
Kommiekat 12 Posted November 9, 2012 (edited) This is the code I use for my SP missions and works each and every time: //Music// class CfgMusic { // List of tracks (.ogg files without the .ogg extension) tracks[] = {15, 04, BattleDrum, AsianDrums, Taiko, Tatakai, Strings}; // Definition for each sound class loudtaiko { name = "15"; // Name for mission editor sound[] = {\music\15.ogg, db + 10, 1.0}; titles[] = {0, ""}; }; class 04 { name = "04"; // Name for mission editor sound[] = {\music\04.ogg, db + 20, 1.0}; titles[] = {0, ""}; }; class BattleDrum { name = "BattleDrum"; // Name for mission editor sound[] = {\music\BattleDrum.ogg, db + 10, 1.0}; titles[] = {0, ""}; }; class AsianDrums { name = "AsianDrums"; // Name for mission editor sound[] = {\music\AsianDrums.ogg, db + 10, 1.0}; titles[] = {0, ""}; }; class Taiko { name = "Taiko"; // Name for mission editor sound[] = {\music\Taiko.ogg, db + 10, 1.0}; titles[] = {0, ""}; }; class Tatakai { name = "Tatakai"; // Name for mission editor sound[] = {\music\Tatakai.ogg, db + 10, 1.0}; titles[] = {0, ""}; }; class Strings { name = "Strings"; // Name for mission editor sound[] = {\music\Strings.ogg, db + 10, 1.0}; titles[] = {0, ""}; }; }; Try to copy and paste this and replace your songs with mine. I also notice your thread says MUSIC and not SOUNDS. You've been trying to do CfgSounds and not CfgMusic. When you place your Trigger down, you should be able to see your tracks in EFFECTS--->TRACKS then you'll notice your music way way down on the bottom when you scroll down. Good luck! Edited November 9, 2012 by Kommiekat Share this post Link to post Share on other sites