Ogrinho 143 Posted September 26, 2015 Hey guys I'm trying to set some customized sounds for my new tropical jungle map using references I found at some terrain configs from Arma 2 like Unsung mod for example.I have my own mono audio files converted both to ogg and wss formats, but I just can't make it work using my code.I've tried to use this code with Unsung sounds and it worked fine, but when I try again using my audio files...This is my code below:Thanks in advance guys!Solved, the config I used is ok, the problem was my audio files! class CfgEnvSounds; class EnvSounds: CfgEnvSounds { class Default { name = "$Traira_default"; sound[] = {"RAOA\Traira\sounds\dia",1.7782794,1}; soundNight[] = {"RAOA\Traira\sounds\noite",1.7782794,1}; }; class Rain { volume = "rain"; name = "$Traira_chuva"; sound[] = {"RAOA\Traira\sounds\chuva_dia",1.7782794,1}; soundNight[] = {"RAOA\Traira\sounds\chuva_noite",1.7782794,1}; }; class Sea { volume = "sea*(1-trees)*(1-meadow)*(1-forest)*(1-hills)"; name = "$Traira_rio"; sound[] = {"RAOA\Traira\sounds\rio_dia",0,1}; soundNight[] = {"RAOA\Traira\sounds\rio_noite",0.7,1}; }; class Forest { name = "$Traira_dia"; sound[] = {"RAOA\Traira\sounds\dia",0.4,1}; volume = "trees*forest*(1-night)"; randSamp1[] = {"RAOA\Traira\sounds\anta",0.1,1,30,0.14,5,8,10}; randSamp2[] = {"RAOA\Traira\sounds\aracari",0.1,30,0.125,10,20,40}; randSamp3[] = {"RAOA\Traira\sounds\arara",0.125893,1,30,0.13,4,8,12}; randSamp4[] = {"RAOA\Traira\sounds\sai",0.125893,1,30,0.125,4,8,12}; randSamp5[] = {"RAOA\Traira\sounds\tucano",0.125893,1,30,0.125,4,8,12}; randSamp6[] = {"RAOA\Traira\sounds\mosquito",0.125893,1,30,0.1,4,8,12}; randSamp7[] = {"RAOA\Traira\sounds\sapo1",0.1,1,30,0.04,10,20,40}; randSamp8[] = {"RAOA\Traira\sounds\mosca",0.1,1,30,0.04,10,20,40}; randSamp9[] = {"RAOA\Traira\sounds\uirapuru",0.1,1,30,0.025,4,8,10}; randSamp10[] = {"RAOA\Traira\sounds\onca1",0.1,1,30,0.025,4,8,10}; randSamp11[] = {"RAOA\Traira\sounds\arara2",0.1,1,30,0.025,4,8,10}; randSamp12[] = {"RAOA\Traira\sounds\tucano2",0.1,1,30,0.025,4,8,10}; random[] = {"randSamp11","randSamp10","randSamp12","randSamp1","randSamp2","randSamp3","randSamp8","randSamp9","randSamp4","randSamp5","randSamp6","randSamp7"}; }; class ForestNight { name = "$Traira_noite"; sound[] = {"RAOA\Traira\sounds\noite",0.5,1}; volume = "trees*forest*night"; randSamp1[] = {"RAOA\Traira\sounds\coruja1",0.5,1,25,0.15,8,15,20}; randSamp2[] = {"RAOA\Traira\sounds\coruja2",0.5,1,25,0.15,8,15,20,30}; randSamp3[] = {"RAOA\Traira\sounds\mosquito",0.5,1,25,0.15,15,30,40}; randSamp4[] = {"RAOA\Traira\sounds\grilo",0.5,1,25,0.15,15,30,40}; randSamp5[] = {"RAOA\Traira\sounds\sapo1",0.1,1,25,0.1,8,15,20}; randSamp6[] = {"RAOA\Traira\sounds\sapo2",0.1,1,25,0.1,8,10,20}; randSamp7[] = {"RAOA\Traira\sounds\onca1",0.1,1,25,0.1,8,10,20}; randSamp8[] = {"RAOA\Traira\sounds\onca2",0.1,1,25,0.1,8,10,20}; randSamp9[] = {"RAOA\Traira\sounds\onca3",0.1,1,25,0.1,8,10,20}; random[] = {"randSamp1","randSamp2","randSamp3","randSamp4","randSamp5","randSamp6","randSamp7","randSamp8","randSamp9"}; }; }; Share this post Link to post Share on other sites
Cype_Revenge 651 Posted September 27, 2015 maybe my config can help you? https://forums.bistudio.com/topic/180894-how-would-i-add-sounds-to-my-terrain/ 1 Share this post Link to post Share on other sites
Ogrinho 143 Posted September 28, 2015 Thanks my friend, I'll take a look! :) Share this post Link to post Share on other sites
Ogrinho 143 Posted September 29, 2015 Problem solved, short long story, I figured out that it wasn't a config issue, my problem was my audio files... Share this post Link to post Share on other sites
CrossFireDev 1 Posted October 27, 2015 Yes always make sure there .ogg files and that they are the correct size as in a example - Trigger Activation - Playsound "coolmusic"; //All ingame sounds//If You Want 1 Soundclass CfgSounds{sounds[] = {}; class coolmusic { //how the sound is reffered to in the trigger in the mission name = "coolmusic"; //filename volume and pitch levels sound[] = {"sound\coolmusic.ogg", 3.5, 1}; //subtitle delay in seconds, subtitle text titles[] = {}; };};------------------------------------------------------------------------------------------//If You Want 2 Soundsclass CfgSounds{sounds[] = {}; class coolmusic { //how the sound is reffered to in the trigger in the mission name = "coolmusic"; //filename volume and pitch levels sound[] = {"sound\coolmusic.ogg", 3.5, 1}; //subtitle delay in seconds, subtitle text titles[] = {}; };class coolmusic1{ // how the sound is referred to in the editor (e.g. trigger effects) name = "coolmusic1"; // filename, volume, pitch sound[] = {"sound\coolmusic1.ogg", 2.5, 1}; // subtitle delay in seconds, subtitle text titles[] = {}; };}; 1 Share this post Link to post Share on other sites
singlot 11 Posted May 20, 2017 I could explain the value of the numbers. Or where I can find some tutorial or txt that explain that affect You can choose where these sounds will be heard from TB or the A3 recognizes the code. THz, and sorry gor my bad inglish, i use googletransl xd Share this post Link to post Share on other sites