Cyper 18 Posted February 8, 2014 In one mission I managed to make a radio play a sound by using ''Play 3d sound''-command. But right now, there is something wrong. Because I can't hear any sound and I suspect there is something wrong with the soundfile. What I have done is the following. 1. I opened up my tune in Audacity. 2. I split the stereo track 3. I selected ''Mono'' 4. I set sample format to 16bit PCM. 5. I converted the file to .ogg No sound in the mission. Does it have anything to do with the size of the file? Share this post Link to post Share on other sites
TAW_Yonose 11 Posted February 9, 2014 Have you placed a Trigger which will play the music under effects? Share this post Link to post Share on other sites
das attorney 858 Posted February 9, 2014 Did you set the sample in Audacity to 44100 Hz? Share this post Link to post Share on other sites
Cyper 18 Posted August 11, 2014 I still havent got this to work..... Besides what I wrote in the beginning, I use a trigger that activates the sound, and inside the init I have written ''radio say3D "siberia". But there is no sound! When I use only a trigger, the soundname appears in the menu, and when the triggered is fired there is no error message, but I can't hear a thing! Share this post Link to post Share on other sites
cigar0 12 Posted August 13, 2014 May i hep you :-) The ogg from Audacity is a little bit.... naaa i've no idea why the ogg from Audacity is not working with arma 3. What i know is that you can upload your ogg here: http://www.online-convert.com/ And convert it again to ogg file. This file always work correctly. Share this post Link to post Share on other sites
Jigsor 176 Posted August 13, 2014 Maybe try passing an object to the say3D as a source of where the 3d sound is comming from? Share this post Link to post Share on other sites
Cyper 18 Posted August 13, 2014 May i hep you :-)The ogg from Audacity is a little bit.... naaa i've no idea why the ogg from Audacity is not working with arma 3. What i know is that you can upload your ogg here: http://www.online-convert.com/ And convert it again to ogg file. This file always work correctly. I got it working... one time, since 2012. When I do the same thing again it doesn't work. This is the only thing that it seems I never will learn. I tried what you said. I converted both the MP3 via online convert to OGG, but it didn't work. I then tried to convert my .ogg that I made in Audiacity by using online convert, 112 and 128 kbps, sampling rate 44100, and audiochannel mono... and it doesn't work. No sound is heard. How exactly do you do it? There must be someone who knows who to do it! Share this post Link to post Share on other sites
blackpixxel 53 Posted August 13, 2014 Did you add the sound in your description.ext file? Share this post Link to post Share on other sites
cigar0 12 Posted August 13, 2014 Add the Sounddata in the mission folder. open discription.ext and add somehting like this: class CfgSounds{ // List of sounds (.ogg files without the .ogg extension) sounds[] = {Data1,Data2}; // Definition for each sound class Data1 { name = "Data1"; // Name for mission editor sound[] = {\sounds\Data1.ogg, db+12, 1.0}; titles[] = {0, ""}; }; // Definition for each sound class Data2 { name = "Data2"; // Name for mission editor sound[] = {\sounds\Data2.ogg, db+12, 1.0}; titles[] = {0, ""}; }; }; So, you see the example with 2 Sounddatas. Now you build a trigger ingame and open up a sqf file in the activation line. https://community.bistudio.com/wiki/execVM Build a Gamelogic with a Name. In this sqf file you start it with the cba playsound3dglobal function. [Gamelogicname, "Data1",10000] call CBA_fnc_globalSay3d; PLZ youse cba, its very important for just...everything. :-) Try Share this post Link to post Share on other sites
Cyper 18 Posted August 14, 2014 (edited) Add the Sounddata in the mission folder.open discription.ext and add somehting like this: This is already done, and as I said before, the soundfile is visible in the trigger and there are no errors when the sound is fired by a trigger or unit. So, you see the example with 2 Sounddatas. Now you build a trigger ingame and open up a sqf file in the activation line. https://community.bistudio.com/wiki/execVM I'm not sure what you mean... Open up a sqf file in the action line..? What sqf file? What script should the sqf contain? I know how to create sqfs, and fire them off, but I don't understand what you mean.. Build a Gamelogic with a Name. In this sqf file you start it with the cba playsound3dglobal function. [Gamelogicname, "Data1",10000] call CBA_fnc_globalSay3d; PLZ youse cba, its very important for just...everything. :-) Try The problem that must be fixed, is the problem that there is no sound at all. If I place a simple trigger, and select the appropiate sound in the menu, and fire the trigger off.. I hear nothing. But there is no error message. And the volume in the description file is also at 12db. Because there should be a sound if the script is working properly but there isn't any sound at all. ---------- Post added at 10:30 AM ---------- Previous post was at 09:54 AM ---------- I think I have finally solved this problem...because I got the sounds working. In case anyone else have had or have the same problem, I recap it... 1. Open up your mp3 in Audacity. 2. Split the stereo track 3. Set to ''Mono'' 4. I set sample format to 16bit PCM. 5. Ensure rate is set to 44100hz 6. Export the file to .ogg 7. Create a folder called ''Sound'' in mission folder and place the .ogg file/files there 8. Create the description file. If no sound is heard, ensure that db in description is not set to 0. I used the script: player say3D "nameofsound" The problem I had is simple: My folder was called Sounds instead of Sound, with meant that my .ogg never was activated, and since no error message was displayed, I never realized it either. Edited August 14, 2014 by Cyper Share this post Link to post Share on other sites