Mattaustt 10 Posted September 1, 2014 Hello all, I want to make a few custom sounds for my doors, and since they now have incorporated it, I'm deciding to give it a go. I ripped up where their config is for the door sound classes, and modified it to look like this: http://pastebin.com/mdK4ZbMy In my building config.cpp I have placed the sound source as followed: http://pastebin.com/NGNqEp7y Where it says sound = "PrisonCells"; I found in the sample config this: sound = "GenericDoorsSound"; /// Selects sound class from CfgAnimationSourceSounds that is going to be used for sounds of doors So have I done everything right by the book or? P.S. I am using .WAV files since they don't have to be biniarized for now, what compression and all that will be required for a .WAV to work in arma 3. Cheers, Matt. Share this post Link to post Share on other sites
.kju 3245 Posted September 1, 2014 BI uses animPeriod = 1; it seems sound[] = {"sound0",0.25}; has to be sound[] = {"sound0",1}; Try referencing the BI sound files for the start to rule out your wav are the problem. Make sure your doors have the selections or such required. Share this post Link to post Share on other sites
Mattaustt 10 Posted September 11, 2014 Ok, I referenced BI's sounds with my config and the sounds work fine, even under my classname: class PrisonCells So Is it safe to assume my .wav files are not working, I have exported them to the correct specs with reference to: https://manuals.bisimulations.com/vbs2/2-00/devref/#Adding_Models/How_to/AMHT_Sound_Sources.htm%3FTocPath%3D2%20How%20to...%7C_____10 File format: .wav, .ogg, or .wss Up to 44100 Khz, 16-bit, Stereo. I'm exporting them with .wav, 44100Khz for 1 file, the other 2 are 22050, 16bit stereo via 2 programs, Wavepad and Audacity and yet no result. Any ideas? Cheers. Share this post Link to post Share on other sites
mikero 79 Posted September 11, 2014 (edited) The first thing last, wav files are no problem but should not be used due to their excessive bloat. They are, at best, raw pcm data, and at worst, contain huge quantities of editing information known only to the tool that 'recorded' them. This extra info makes no difference to being able to 'play' any wav, but contributes to the pointlessness of having such huge files in a pbo. Bis recognise wss files by default. Default means: file=some\sound; vs file=some\sound.wss; // stating .wss is not necessary *however* the modern standard is ogg vorbis and is generally half the size of wss and twice the quality. Bi are, progessively using ogg in preference to wss. so should you. you can test out any of these formats using DeWss.exe available on dev-heaven. It will convert wav/wss/ogg <> ogg/wss/wav, and you can play back the result to see the effect. https://dev.withsix.com/projects/mikero-pbodll/files In short, use ogg, and use deWss to produce it. Bis tools can't do this, and also make a mess of stereo wav to wss ----- i am not familiar with the new arma3 way of doing these sounds but it's immediately apparent that if, what you posted is truly your config then: sound0[] = {"\mm_buildings\Prison\Sounds\CellSlide",1,1,50};// is looking, by default, for a .wss file. For testing purposes you need to state CellSlide.wav the other thing to say if course is your resulting pbo must have a prefix of mm_buildings, and the sound files you want to use need to be in p\:mm_buildings\Prison\Sounds Again, if this is your config, then it's a really, really bad idea to over-scribble an official bis config. Edited September 11, 2014 by Mikero Share this post Link to post Share on other sites
Mattaustt 10 Posted September 11, 2014 Thanks for the reply Mikero, I will start using OGG, but for now will continue to use .wav for this building as the sounds are less than 1 mb. Thanks for the references on converting to OGG, I'll take note of them for future references. Also, good spotting on the config searching for a .wss. What I have setup was a modified BIS config for CfgAnimationSourceSounds by ripping open their config in Sounds_F, thanks to your awesome tools. I then modified it to suit a custom sound. I don't bother with prefix's and never have for the last 2-3 years, I let BinPBO do it automatically and have never had a problem. Will report back after editing the config. ---------- Post added at 13:42 ---------- Previous post was at 13:25 ---------- OK, All works well now, cheers. Share this post Link to post Share on other sites
m1lkm8n 411 Posted September 12, 2014 I don't bother with prefix's and never have for the last 2-3 years, I let BinPBO do it automatically and have never had a problem. Binpbo or I hope for your sake you mean Addonbuilder doesn't do that for you. Why mikero is saying about adding a unique prefix to the beginning of your pbo and class names is to prevent you overwriting any other mods or bis stuff. Obviously that is a bad thing and if your mod was to do so people generally done appreciate that and prob won't download it. If your not releasing it to public then don't worry about it...tho it's best to get in the best practice in case you decide to release it this way you don't have to redo everything. Share this post Link to post Share on other sites
Mattaustt 10 Posted September 27, 2014 You do realize they released an ARMA 3 BIN PBO right before addon builder and it has zero faults. Until the day I'm forced to use that shitty addon builder, I'll continue to use the ARMA 3 binpbo. And it has prefixes on auto. I doubt people are going to use classnames such as Mattaust anyway. Share this post Link to post Share on other sites
m1lkm8n 411 Posted September 27, 2014 Um. Wrong and wrong. Binpbo is for arma2 addonbuilder is for arma3. Pboproject is for winners. As far as tag names if you choose to go down that road without them don't expect many people to download your mod. As I said if your mod overwrites a3 or other mods unintentionally that's a bad thing. Either way as from your response I can see you'll just do as you want anyway so good luck to you. Share this post Link to post Share on other sites
Mattaustt 10 Posted September 28, 2014 (edited) Again you're wrong about 2 weeks before Addon Builder they made a release on BIN PBO for ARMA 3. You're being pretty ignorant on that matter as all my addons have a pbo prefix. If this wasn't for Arma 3. even when it says BINPBO for ARMA 3, all my physx lods wouldn't work. Edit- Error on my behalf your somewhat correct, It's BINPBO's layout but been renamed to Addon Builder, I just renamed it back to binpbo to make it for a quick search lol. Sorry about that. Edited September 28, 2014 by Mattaustt Share this post Link to post Share on other sites
kllrt 154 Posted September 28, 2014 (edited) I strongly recommend you using pboProject, it's really better than Addonbuilder in every way. Edited September 28, 2014 by kllrt Share this post Link to post Share on other sites
mikero 79 Posted September 28, 2014 addon builder is nothing more (and nothing less) than a re-badged binPbo with all it's faults still attached. these are gui tools, they have nothing to do with the generation of the pbo itself, nor, indeed the engine they are intended for, the meat in the sandwich is different versions of Bis Binarise. To be anally retentive here, there are three readily available versions. personal tools 2.0 (arma2), pe tools 2.5.1 (arrowhead) and steam tools (arma3) bis use some other exe's in this sandwich to make a pbo, filebank, convertfilechng, and image2paa (alias pal2pace). They are all triggered by bis binarise. binpbo/addon builder has nothing to do with this process. Bis themselves don't use addon builder because it cannot make arma3 pbo's It was a bone tossed to the great unwashed. pboProject uses far far far more sophisticated tools of it's own to binarise and produce the pbo, and the list of benefits is considerable. None of which matters diddly squat if you already have a good workflow of your own. But, when you strike trouble, or want a bit better level of sophistication to the final product pboProject is your friend. Until then just enjoy what your doing. Share this post Link to post Share on other sites