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Purzel

Dog barking possible?

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Hi,

I wonder if it is possible to get the sound of a barking dog if a unit gets close to the dog model.

The question is: Where do i find the sound?

As far as I remember there was a dog-sound in ArmA 2 (Trigger / Effects), but I can´t find it in ArmA 3...

Greetz Purzel

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if you cant find one can always use playsound (download a dog sound) and trigger around the dog that way

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Sorry, but where do i have to put this code?

_dog = "Fin_blackwhite_F" createvehicle (getposasl player)

_dog say ["Bark",5];

Editor says: There´s a missing ";", when I put it into the activation-field of a trigger...

and where do I have to put the "fx\wolf1.ogg", aka my own dogbark.ogg...? (mission folder?)

Or is there a barking sound in ArmA3 integrated?

class CfgSounds

{

sounds[] = {};

class wolf1

{

// how the sound is referred to in the editor (e.g. trigger effects)

name = "my_wolf_sound";

// filename, volume, pitch

sound[] = {"fx\wolf1.ogg", 1, 1};

// subtitle delay in seconds, subtitle text

titles[] = {1, "*wolf growls*"};

};

};

btw:

The dog is a "module", not a unit, so what can I do?

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I've scripted in random dog barking sounds here. I downloaded lots of dog noises from youtube and packed them into an addon, and then accessed the sounds with playsound3d.

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_dog = "Fin_blackwhite_F" createvehicle (getpos player)[color="#FF0000"];[/color]
_dog say ["Bark",5];

I put all my sounds into a sounds folder in my missions. Keeps everything organized.

You will need to use cfgSounds in the description.ext

class CfgSounds {
sounds[] = {}; 

class bark {
	sound[] = {"sounds\bark.ogg", 0.8, 1};
	titles[] = {};
};
};

Edited by cobra4v320

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But where Do i have to put this:

_dog = "Fin_blackwhite_F" createvehicle (getpos player);

_dog say ["Bark",5];

Local variable in global space????

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THX! :bounce3:

But it won´t work... In my mission folder is that path "sounds/Bark1.ogg".

Ingame when I cross the triggerline there´s this error message: "sounds/bark1.ogg not found."

Do that .ogg-file need a certain kHz-format?

Mission Layout:

I´ve got a triggerzone, what do I paste into the init-Field? playsound "sounds/Bark1.ogg" won´t work.

I´ve got a Unit "Player".

I´ve got that F7-Module "Sites/Animal/Dogs"

I´ve got my description.ext with the large text copied from above

I´ve got the mission.sqm with the hort text from above

I´ve got a folder called "sounds", in wich the Bark1.ogg, alltogether stored in the Mission-Folder.

When my Player comes into Triggerzone the dog should bark, but instead there´s that error "bark1.ogg not found" message...

Edited by Purzel

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Sorry when I posted this it was on my phone. Here is a more in depth example.

Add this code to your init.sqf

_dog = "Fin_blackwhite_F" createvehicle (getposasl player);
while{true} do {
   sleep 10;
   _dog say ["Bark",5];
};

Then add this to your description.ext

class CfgSounds {
   class Bark {
       name     = "";
       sound[]  = {"sounds\bark1.ogg", db-5,1};
       titles[] = {};
   };
};

If you do it this way there is no need to place anything in the editor except for the playable unit. Hope this helps.

~dcthehole

Edited by dcthehole

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Thank you, but:

I did it like above, but nothing barks...

I´m desperate...

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Here is an example mission

Just hit radio 0-0-1 and it will spawn in a random colored dog using a random bark or yelp.

By the way you dont want to use createVehicle you would want to use createAgent instead.

Edited by cobra4v320

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