eazye 10 Posted April 22, 2015 I can't paste the code as I am away from my computer right now but my 2 previous missions from last year worked fine using triggers. The latest mission ive created I just brought the code over like before but now its not working. I even tested the new song moved it to the old mission and it worked there. Tried it again in the new mission and nothing. It is the only thing in my description.ext and only mods I am using are massi's and caf aggressors. Any idea's? Share this post Link to post Share on other sites
eazye 10 Posted April 23, 2015 Aight here is what I am using which worked perfectly fine in 2 missions I made last year. My song is named track1. Description.ext: Class CfgMusic { Tracks []={}; { Name = "music1"; Sound[] = {"\music\track1.ogg", db+0, 1.0}; }; }; In trigger Playmusic "music1" Share this post Link to post Share on other sites
EagleByte 40 Posted April 23, 2015 As the wiki states (https://community.bistudio.com/wiki/Description.ext#cfgMusic): class CfgMusic { tracks[]={}; class MarsIntro { name = ""; sound[] = {"\music\filename.ogg", db+0, 1.0}; }; class Ludwig9 { name = ""; sound[] = {"\music\filename.ogg", db+10, 1.0}; }; }; So this is what I would do: class CfgMusic { tracks[]={}; class music1 { name = "music1"; sound[] = {"\music\track1.ogg", db+0, 1.0}; }; }; Make sure you include the class and it should work just fine... Share this post Link to post Share on other sites
eazye 10 Posted April 23, 2015 O I forgot to put that in here as I am typing on my phone but yes my code does include the class name and its still not working with the new mission for some reason. Share this post Link to post Share on other sites
EagleByte 40 Posted April 23, 2015 check the directory, you included \music\track1.ogg, if the sound is in your mission file you will want music\track1.ogg. Might be an issue. Share this post Link to post Share on other sites
eazye 10 Posted April 23, 2015 Piggy thanks for the help but I figured it out. I just deleted the description.ext file and made a new one and put the exact same code I already had in and its working now for some reason. Share this post Link to post Share on other sites
tourist 617 Posted June 26, 2015 Well, for me that making of a new description.ext file didn't help. Any new stuff broken since the 1.46 stable update? Here's my code, want it to be activated by any BLUEFOR in the trigger and it just won't play... class CfgMusic { tracks[] = {abfahrt_music,ende_music}; class abfahrt_music {name = "abfahrt_music";sound[] = {\"music\abfahrt.ogg", db+20, 1.0}; }; class ende_music {name = "ende_music";sound[] = {\"music\ende.ogg", db+20, 1.0}; }; }; Share this post Link to post Share on other sites
austin_medic 109 Posted June 26, 2015 Well, for me that making of a new description.ext file didn't help. Any new stuff broken since the 1.46 stable update? Here's my code, want it to be activated by any BLUEFOR in the trigger and it just won't play... class CfgMusic { tracks[] = {abfahrt_music,ende_music}; class abfahrt_music {name = "abfahrt_music";sound[] = {\"music\abfahrt.ogg", db+20, 1.0}; }; class ende_music {name = "ende_music";sound[] = {\"music\ende.ogg", db+20, 1.0}; }; }; if its already in description.ext, and you saved the file, if your in editor you must reload the mission in order for the changes to take effect. You should also check the ogg files in a player like VLC to make sure they aren't just silence (if you converted them from something else they might of gotten corrupted). Share this post Link to post Share on other sites
tourist 617 Posted June 26, 2015 Thx for the fast reply! I converted the tracks to the right quality of .ogg (no more than 44.000 khz) and I can hear them fine in VLC. Still no luck in the mission though, even after quitting the game entirely and coming back from reboot... Share this post Link to post Share on other sites
austin_medic 109 Posted June 26, 2015 I had a similar issue long ago when I was trying to add custom music for the zeus play music module, tracks were fine in VLC and other programs, but in the game they were completely mute no matter what I did. Asked around and in the end it just left everyone scratching their heads because there was no reason it shouldn't of worked. I would think you could try to create a fresh mission then copy everything over and see if that fixes it. Otherwise I would think theres a bug somewhere in the engine that only happens extremely rarely, otherwise it would've been caught by now and fixed. Share this post Link to post Share on other sites
Larrow 2821 Posted June 26, 2015 class ende_music {name = "ende_music";sound[] = {[color="#FF0000"]\[/color]"music\ende.ogg", db+20, 1.0}; You have your first backslash outside of the path quotes. Share this post Link to post Share on other sites
tourist 617 Posted June 27, 2015 @Larrow: thank you for pointing that out. I changed it, but still have no luck. Can you confirm what the others said about a new description.ext? I have other things defined in my description.ext and these work, so... is it possible that just the Cfgmusic is broken? Share this post Link to post Share on other sites