DarkRise 10 Posted October 2, 2013 Hi everyone, I'm new to the arma 3 editing and I just wanted to do a simple thing : I placed a "Hunter GMG" and I use this command to play a music : playSound3D ["C:\user\"user"\documents\arma 3 - other profiles\"myprofile"\WIP_Altis.Altis\Sounds\Music\Signal.ogg", Hunter, true, getPos Hunter, 9, 1.1, 50]; And it works. But when I export my mission to the mission folder, if I remove the file from the above path, because a person who download my mission will not have that file, the music don't play anymore. So here's my question, can I, with this function, use the "description.ext" file ? I already tried : class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {Signal}; // Definition for each sound class Signal { name = "Signal"; // Name for mission editor sound[] = {\Sounds\Music\Signal.ogg, 1, 1.0}; titles[] = { }; }; }; It works with playSound, say3D, say,... but not with playSound3D :mad: ! Did you know how can i do please ? Thank you for your help. PS: English is not my mother tongue, I hope I don't do many errors :o ! Share this post Link to post Share on other sites
{HoD}Ferocious 0 Posted October 2, 2013 class CfgMusic{ tracks[]={yourmusicfilename}; class music1 { name = ""; sound[] = {\music\yourmusicfilename.ogg, db+5, 1.0}; }; }; and then put this in a trigger: on activation : 1 fademusic 1; playmusic "music1"; on dea: 1 fademusic 0; Share this post Link to post Share on other sites
DarkRise 10 Posted October 2, 2013 Thank you for your answer but it's not that I wanted. I just want to use the playSound3D function because I want to play a music only in a small area near the vehicle,as if the radio of the car was on, i don't know if my idea is clear, sorry. Thanx for your answers. Share this post Link to post Share on other sites
CJoke 11 Posted October 2, 2013 i didn't found a way to the relative path too. To play sounds in 3d, I place a civ-ai and use the say command with that ai. Share this post Link to post Share on other sites
{HoD}Ferocious 0 Posted October 2, 2013 (edited) Thank you for your answer but it's not that I wanted. I just want to use the playSound3D function because I want to play a music only in a small area near the vehicle,as if the radio of the car was on, i don't know if my idea is clear, sorry.Thanx for your answers. no, you're perfectly clear. I just wasn't aware you could even do that. Thank you - Pretty nifty. I'll have to look into this. edit: have you tried taking a look at this guide? I'm in the process of trying to make sense of it. But he does address your problem. http://killzonekid.com/arma-scripting-tutorials-mission-root/ Edited October 2, 2013 by {HoD}Ferocious Share this post Link to post Share on other sites
DarkRise 10 Posted October 2, 2013 (edited) no, you're perfectly clear. I just wasn't aware you could even do that. Thank you - Pretty nifty. I'll have to look into this.edit: have you tried taking a look at this guide? I'm in the process of trying to make sense of it. But he does address your problem. http://killzonekid.com/arma-scripting-tutorials-mission-root/ I was actually looking at it, but I think I will try it tommorow because it's 11:30 pm in France, I am on the editor from 4 hours, I can't do 1 hour more x), thank you for your help, I keep you informed ;). EDIT : Hi, finally it works !! I've just placed this code in a trigger or in an initialization field and the playSound3D use the .ogg file from the pbo mission : MISSION_ROOT = call { private "_arr"; _arr = toArray str missionConfigFile; _arr resize (count _arr - 15); toString _arr }; playSound3D [MISSION_ROOT + "Sounds\Music\Signal.ogg", Hunter, true, getPos Hunter, 9, 1.1, 50]; MISSION_ROOT = call { private "_arr"; _arr = toArray str missionConfigFile; _arr resize (count _arr - 15); toString _arr }; is to define the mission root : when I export the mission to single missions, it will take the "Sounds\Music\Signal.ogg" from the pbo file. playSound3D [MISSION_ROOT + "Sounds\Music\Signal.ogg", Hunter, true, getPos Hunter, 9, 1.1, 50]; is the function itself : it take the file from the "MISSION_ROOT\Sounds\Music\" folder, play it from the Hunter (named Hunter in the editor), in Interior (I don't notice any difference...), place the music on the Hunter, I choose 9 for the volume, increase the frequency to 1.1 (because the music I choose was to slow, but you can leave it at 1) and finally 50 for the audible range. I placed some repair specialists with some repair animations, and it looks great ! Thank you for your help, hope it will be useful for others ^^ ! Edited October 3, 2013 by DarkRise Share this post Link to post Share on other sites