tourist 617 Posted February 23, 2016 Hi there, I have some WIP missions where I had a fully working description.ext set up to call either music tracks from a folder named music or SFX from a folder called sound. Everything worked fine before 1.56. Now, out of the blue, I can't call them tracks or SFX from my triggers and typing anything like playMusic also won't start the sounds or music tracks. I'd like to know if anything has changed regarding the necessary syntax of description.ext and would be glad if someone could have a look at my attached description.ext to see if it's set up correctly for 1.56. Here's the code: onloadName = "BW COIN Kunduz AGM Test"; author = "tourist"; overviewText = "Basiert auf Einsätzen der Bundeswehr im Sommer 2010"; respawn = 3; saving = 1; debriefing = 1; class Header { gameType = Coop; // Game type, see 'class' columns in the table below minPlayers = 1; //min # of players the mission supports maxPlayers = 36; //max # of players the mission supports }; class CfgMusic { tracks[] = {}; class abfahrt { name = "abfahrt"; sound[] = {"music\abfahrt.ogg",1,1}; }; class ende { name = "ende"; sound[] = {"music\ende.ogg",1,1}; }; class wuerfelspiel { name = "wuerfelspiel"; sound[] = {"music\wuerfelspiel.ogg",1,1}; }; class fallschirmjaeger_schritt { name = "fallschirmjaeger_schritt"; sound[] = {"music\fallschirmjaeger_schritt.ogg",1,1}; }; class pokerspiel { name = "pokerspiel"; sound[] = {"music\pokerspiel.ogg",1,1}; }; class pipi { name = "pipi"; sound[] = {"music\pipi.ogg",1,1}; }; class mechaniker { name = "mechaniker"; sound[] = {"music\mechaniker.ogg",1,1}; }; class unten_bleiben_hektisch { name = "unten_bleiben_hektisch"; sound[] = {"music\unten_bleiben_hektisch.ogg",1,1}; }; class briefing_spz { name = "briefing_spz"; sound[] = {"music\briefing_spz.ogg",1,1}; }; class chant { name = "chant"; sound[] = {"music\chant.ogg",1,1}; }; class barra_barra { name = "barra_barra"; sound[] = {"music\barra_barra.ogg",1,1}; }; class einlauf { name = "einlauf"; sound[] = {"music\einlauf.ogg",1,1}; }; class lob { name = "lob"; sound[] = {"music\lob.ogg",1,1}; }; class es_donnern_motoren { name = "es_donnern_motoren"; sound[] = {"music\es_donnern_motoren.ogg",1,1}; }; }; class CfgSFX { sounds[] = {}; class sfxsound { name = "sfxsound"; sounds[]={sfxsound}; sfxsound[]={"sound\sfxsound.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound2 { name = "sfxsound2"; sounds[]={sfxsound}; sfxsound[]={"sound\sfxsound2.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound3 { name = "sfxsound3"; sounds[]={sfxsound}; sfxsound[]={"sound\sfxsound3.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound4 { name = "sfxsound4"; sounds[]={sfxsound}; sfxsound[]={"sound\sfxsound4.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound5 { name = "sfxsound5"; sounds[]={sfxsound}; sfxsound[]={"sound\sfxsound5.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound6 { name = "sfxsound6"; sounds[]={sfxsound}; sfxsound[]={"sound\sfxsound2.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound7 { name = "sfxsound7"; sounds[]={sfxsound}; sfxsound[]={"sound\sfxsound3.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound8 { name = "sfxsound8"; sounds[]={sfxsound}; sfxsound[]={"sound\sfxsound4.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound9 { name = "news1"; sounds[]={sfxsound}; sfxsound[]={"sound\news1.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound10 { name = "music1"; sounds[]={sfxsound}; sfxsound[]={"sound\music1.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound11 { name = "music2"; sounds[]={sfxsound}; sfxsound[]={"sound\music2.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound12 { name = "kunduznews"; sounds[]={sfxsound}; sfxsound[]={"sound\kunduznews.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class sfxsound13 { name = "SanginnewsBBC"; sounds[]={sfxsound}; sfxsound[]={"sound\SanginnewsBBC.ogg",15,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; }; class CfgDebriefing { class End1 { title = "Mission Abgebrochen"; subtitle = "Du hast gekämpft wie ein schlauer Fuchs!"; description = "Du hast deine Männer gerettet und dich geschickt vom Feind gelöst. Leider musst du jetzt einen Einlauf vom Vorgesetzten über dich ergehen lassen, weil du ohne Befehl den Rückzug angetreten hast!"; }; class End2 { title = "Mission Erfüllt"; subtitle = "Du hast gekämpft wie ein grimmiger Wolf!"; description = "Gratulation! Du hast den Feind aus dem Operationsgebiet abgedrängt!"; }; class End3 { title = "Mission Gescheitert"; subtitle = "Alle außer dir sind tot!"; description = "So eine Schande! Dafür wirst du degradiert und kommst vor ein Kriegsgericht!"; }; class End4 { title = "Mission Erfüllt"; subtitle = "Du hast gekämpft wie ein wilder Bär!"; description = "Respekt! Du hast nicht nur den Feind aus dem Operationsgebiet abgedrängt, sondern auch einen hochrangigen Taliban-Kommandeur unschädlich gemacht!"; }; }; Hope there's an easy fix and thanks in advance for any helpful tips, tourist Share this post Link to post Share on other sites
DieselJC 196 Posted February 23, 2016 As far as I know nothing has changed but I could be wrong..Ive done a few mission edits since the update and my triggers for music and sounds all work fine. I just use the triggers as "music1""music2 etc etc and Cfg Muisc in the Description class CfgMusic{tracks[]={}; class music1{ name = ""; sound[] = {\music\Voodoo.ogg, db+1, 1.0};}; class music2{ name = ""; sound[] = {\music\office1.ogg, db+1, 1.0};}; class music3{ name = ""; sound[] = {\music\satcom.ogg, db+1, 1.0};}; class music4{ name = ""; sound[] = {\music\radio.ogg, db+1, 1.0};};}; Share this post Link to post Share on other sites
killzone_kid 1333 Posted February 23, 2016 Works fine here. Do you have all volumes for sound turned up? Share this post Link to post Share on other sites
tourist 617 Posted February 24, 2016 Hi there and thx 4 the first tips. I noticed that diesel has no quotings within the sound [] = {}; lines. I'll try that. Edit: Nope, that doesn't help. @killzone_kid: what do you mean by "all volumes for sound turned up"? It's not that the custom music is too silent, it's that I can't even select it from the trigger's drop down menu under the tracks categogy as I was able to do before 1.56. Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 24, 2016 Sound triggers are not working for me either. In SP editor some (not all) of them work fine. The same missions in MP none of the triggers work at all. Share this post Link to post Share on other sites
killzone_kid 1333 Posted February 24, 2016 Sound triggers are not working for me either. In SP editor some (not all) of them work fine. The same missions in MP none of the triggers work at all. Are you having problem with Eden created mission or 2d editor mission? Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 24, 2016 Are you having problem with Eden created mission or 2d editor mission? So far I've only tried missions that were created in 2D (I created the missions) and were then transfered, edited and saved again in 3D. Share this post Link to post Share on other sites
killzone_kid 1333 Posted February 24, 2016 So far I've only tried missions that were created in 2D (I created the missions) and were then transfered, edited and saved again in 3D. So does it work with unconverted 2d missions? Eden missions currently have some problems with triggers. To find out what mission you are running, use missionVersion command. Share this post Link to post Share on other sites
tourist 617 Posted February 24, 2016 Well, my missions were never converted to 3D. They were made with patch 1.54 in 2D ditor and I continued working on them with patch 1.56 in 2D editor so far. Seems the problem goes deeper, I fear... :( 1 Share this post Link to post Share on other sites