Azza FHI 50 Posted November 17, 2014 Hey ive searched high an low for this and have tried the following inside the mission's description.ext (they are separate examples, didn't try them both at the same time) class CfgSounds { class track1 { name = "track1"; sound[] = {"soundtest\2.wss", db+1, 1}; titles[] = {}; }; }; class CfgSounds { class track1 { name = "track1"; sound[] = {"soundtest\1.ogg", db+1, 1}; titles[] = {}; }; }; have also tried with \ infront of soundtest. soundtest is the name of the pbo which is loaded separate to the default addons folder. there are no subfolders in it, just 1 wss and 1 ogg. cannot get any sounds to work with playsound, is the path wrong or am I missing something? overall goal is to have our dedicated server running some extra music pbos which can be played to the clients without the clients running the pbos or being included in the mission folder. thanks for any help Share this post Link to post Share on other sites
tpw 2315 Posted November 17, 2014 (edited) class CfgSounds { class track1 { name = "track1"; sound[] = {"\soundtest\2.wss", 1, 1}; titles[] = {}; }; }; class CfgSounds { class track1 { name = "track1"; sound[] = {"\soundtest\1.ogg", 1, 1}; titles[] = {}; }; }; I would have thought this would do the trick. Not sure the dB setting works for cfgsounds. Also, playsound can sometimes seem a bit fickle. The way you've set your config, you'd have to play the sounds with playsound "track1" and playsound "track2". playsound track1 and playsound track2 won't work. Edited November 17, 2014 by tpw Share this post Link to post Share on other sites
kovvalsky 13 Posted November 17, 2014 this also works.. MISSION_ROOT = call { private "_arr"; _arr = toArray str missionConfigFile; _arr resize (count _arr - 15); toString _arr }; playSound3D [MISSION_ROOT + "yourSoundsFolder\yourSound.ogg", _SoundSource, _isInside, _SoundPos, _SoundVolume, _SoundPitch, _SoundDistance]; Share this post Link to post Share on other sites
kelgram 10 Posted January 4, 2015 Hey, Say I have multiple sounds for the one event e.g. Seagull1.wav , Seagull2.wav, Seagull3.wav Do I need to have a class for each sound or can I put them in the one class and ArmA 3 will be able to randomly pick one? A code example would be appreciated. Thanks Share this post Link to post Share on other sites