Jump to content
Sign in to follow this  
Ranwer135

Cannot load sound - Weapon config

Recommended Posts

Hey guys,

 

So I have been working on my first pistol, the Desert Eagle, and could not get around this error that is preventing the custom firing sound to fire.

 

Error:

 

15:56:04 Cannot load sound 'dss_weapons\snds\de_fire_alt_0.ogg'

 

 

My config:

class CfgWeapons
{
	class DSS_DesertEagle_F: Pistol_Base_F
	{
		author = "Rawner135";
		scope = 2;
		model = "\dss_weapons\models\Desert_EagleAE.p3d";
		picture = "\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa";
		magazines[] = {"16Rnd_9x21_Mag","30Rnd_9x21_Mag"};
		displayName = "Desert Eagle (AE)";
		descriptionShort = "Desert Eagle <br/>Caliber: .44 Magnum";
		reloadAction = "GestureReloadPistol";
		recoil = "recoil_gm6";
		drySound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\dry_Zubr",0.39810717,1,20};
		reloadMagazineSound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\reload_ACPC2",1.0,1,30};
		modes[] = {"Single"};
		class WeaponSlotsInfo
		{
			allowedslots[] = {901};
			mass = 60;
			class MuzzleSlot
			{
				access = 1;
				compatibleitems[] = {};
				displayname = "Muzzle Slot";
				linkproxy = "\A3\data_f\proxies\weapon_slots\MUZZLE";
				scope = 0;
			};
		};
		class Single: Mode_SemiAuto
		{
			sounds[] = {"StandardSound", "SilencedSound"};
			class BaseSoundModeType
			{
				weaponSoundEffect  = "DefaultRifle";
				closure1[]={"A3\sounds_f\weapons\closure\closure_rifle_6", db3, 1,10};
				closure2[]={"A3\sounds_f\weapons\closure\closure_rifle_7", db3, 1,10};
				soundClosure[] = {"closure1",0.5, "closure2",0.5};
			};
			class StandardSound: BaseSoundModeType
			{
				begin1[] = {"dss_weapons\snds\DE_fire_alt_0.ogg", 1.58489, 1,1200};
				soundBegin[] = {"begin1", 1};
			};
			class SilencedSound: BaseSoundModeType
			{
				begin1[]={"A3\sounds_f\weapons\silenced\silent-18", db-2, 1,100};
				begin2[]={"A3\sounds_f\weapons\silenced\silent-19", db-2, 1,100};
				begin3[]={"A3\sounds_f\weapons\silenced\silent-11", db-2, 1,100};
				soundBegin[]={"begin1",0.333, "begin2",0.333, "begin3",0.333};
			};
			reloadTime = 0.26;
			dispersion = 0.00406;
			recoil = "recoil_single_gm6";
			recoilProne = "recoil_single_prone_gm6";
			minRange = 5; minRangeProbab = 0.3;
			midRange = 25; midRangeProbab = 0.6;
			maxRange = 50; maxRangeProbab = 0.1;
		};
		inertia = 0.5;
		dexterity = 1.7;
		initSpeed = 420;
	};
};

The sound location for "de_fire_alt_0" is in its proper location, but I still don't understand why it is failing to load the sound. :face_palm:

 

 

Thanks,

 

 

 

Rawner135

Share this post


Link to post
Share on other sites

Try putting a '\' in front of the path, so it becomes:

begin1[] = {"\dss_weapons\snds\DE_fire_alt_0.ogg", 1.58489, 1,1200};

Dunno if that'll help. Failling that, try converting it to .wss using the sound tools.

Share this post


Link to post
Share on other sites

Cheers for your help, Jackal326. But I managed to find the issue and it was not my config, but its binarization process.

The problem was Addon Builder, because it did not binarize the audio files. To allow It to include those files, you must add in its binarize params (found at the very top in options) this:

*.wss;**.mp3;**.wav;**.ogg*
  • Like 1

Share this post


Link to post
Share on other sites

Cheers for your help, Jackal326. But I managed to find the issue and it was not my config, but its binarization process.

The problem was Addon Builder, because it did not binarize the audio files. To allow It to include those files, you must add in its binarize params (found at the very top in options) this:

 

*.wss;**.mp3;**.wav;**.ogg*

That was going to be my next suggestion  :D

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×