Jimmakos 168 Posted March 27, 2016 Hi, Im trying to make the small survival FM radio play a custom sound something like a news chatter. I'm really new at this and i want some help or guiding because it seems really hard for me. I've already placed the custom sound on my mission root folder as of \sound\filename.ogg. I dont know what excactly to type in my description.ext, what excactly to use CfgMusic,CfgSounds? and checking the bis wiki on how to do it gives me a headache. I want to make the FM radio emits the sound when the player reach the place where the radio is located,so a trigger with a 15-25m radius which is activated by the player and if its possible the sound fade when the players get away,i dont really like to make a trigger playing the sound,but the radio itself. I would apreciate any kind of help. Share this post Link to post Share on other sites
jshock 513 Posted March 27, 2016 https://community.bistudio.com/wiki/Description.ext#CfgSounds https://community.bistudio.com/wiki/say3D Define them in your description.ext then in the init field of the radio use the say3D command. No trigger necessary, loop may be necessary though. Share this post Link to post Share on other sites
EO 11277 Posted March 27, 2016 Is it something like this your trying to achieve..... Within my mission root folder I have a "sound" folder, within my "sound" folder I have a .ogg file named OutbreakRadio1. In my description.ext class CfgSFX { sounds[] = {}; class OutbreakRadio1 { name = "OutbreakRadio1"; sounds[]={sfxsound}; sfxsound[]={"sound\OutbreakRadio1.ogg",10,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; }; In the editor I place a rectangle trigger (size 5x5) over the radio on the camp table. Trigger Activation - Blufor, Present, Repeatable Trigger Expression - leave blank Trigger Effect - select your custom sound from the SFX box, in my case it's "OutbreakRadio1" I have no doubt there are more efficient ways of achieving the result you require, but this works for me in SP. I hope all or some of this helps. :) 4 Share this post Link to post Share on other sites
Jimmakos 168 Posted March 28, 2016 I hope all or some of this helps. :) Thanks i got this working eventually since playsound3D wasnt working at all for me. i also added in the trigger 1 fadeMusic 1; on act and 3 fadeMusic 0; on deactivation. I also want to add a new chatter for the long radio recievers do you know how to add another class for my second audio file? I tried this but within the sfx bar on the trigger effect i dont get the "transchatter" classname. class CfgSFX { sounds[] = {newschatter,transchatter}; class newschatter { name = "newschatter"; sounds[]={sfxsound}; fxsound[]={"sounds\news_FMradio.ogg",1,1,14,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; }; class transchatter { name = "transchatter"; sounds[]={sfxsound}; sfxsound[]={"sounds\Bosnian_chatter.ogg",1,1,14,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; }; Share this post Link to post Share on other sites
EO 11277 Posted March 28, 2016 You have a bracket and semi-colon to many, just before the "class transchatter" line, try this instead. class CfgSFX { sounds[] = {newschatter,transchatter}; class newschatter { name = "newschatter"; sounds[]={sfxsound}; fxsound[]={"sounds\news_FMradio.ogg",1,1,14,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; class transchatter { name = "transchatter"; sounds[]={sfxsound}; sfxsound[]={"sounds\Bosnian_chatter.ogg",1,1,14,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; }; 1 Share this post Link to post Share on other sites
Jimmakos 168 Posted March 29, 2016 You have a bracket and semi-colon to many, just before the "class transchatter" line, try this instead. Thanks a bunch mate! ,you've been really helpfull,sended you a PM for another question concerning Ravage mod and a small issue i have since i dont really want to threadjack this one. 1 Share this post Link to post Share on other sites
MCSheaG 0 Posted July 22, 2020 On 3/27/2016 at 4:04 PM, EO said: Within my mission root folder I have a "sound" folder, within my "sound" folder I have a .ogg file named OutbreakRadio1. In my description.ext class CfgSFX { sounds[] = {}; class OutbreakRadio1 { name = "OutbreakRadio1"; sounds[]={sfxsound}; sfxsound[]={"sound\OutbreakRadio1.ogg",10,1,18,1,1,1,0}; empty[]= {"",0,0,0,0,0,0,0}; }; }; In the editor I place a rectangle trigger (size 5x5) over the radio on the camp table. Trigger Activation - Blufor, Present, Repeatable Trigger Expression - leave blank Trigger Effect - select your custom sound from the SFX box, in my case it's "OutbreakRadio1" I have no doubt there are more efficient ways of achieving the result you require, but this works for me in SP. I hope all or some of this helps. 🙂 I hate bringing up dead posts but I need some clarification on this one. I got it to work in the editor, what I am trying to do is fine tune it. I would like it to play a bit farther away. What numbers to I modify in that .ext file to get it to be a little louder while still a little farther away? I am using loudspeakers so they should "obviously" be heard at a greater distance Share this post Link to post Share on other sites
EO 11277 Posted July 22, 2020 21 minutes ago, MCSheaG said: I hate bringing up dead posts but I need some clarification on this one. I got it to work in the editor, what I am trying to do is fine tune it. I would like it to play a bit farther away. What numbers to I modify in that .ext file to get it to be a little louder while still a little farther away? I am using loudspeakers so they should "obviously" be heard at a greater distance Hey there, so taking the above description.ext as an example, the numbers relating to sfxsound are as follows... sfxsound[]={"sound\OutbreakRadio1.ogg",10,1,18,1,1,1,0}; Where 10 is soundVolume, 1 is soundPitch, 18 is maxDistance, 1 is probability, 1 is minDelay, 1 is midDelay, 0 is maxDelay I think for your purpose you need to edit maxDistance. This wiki page might help too. https://community.bistudio.com/wiki/CfgSFX Hope this helps. Share this post Link to post Share on other sites