Jump to content
Bnae

Custom reload sound

Recommended Posts

Hello again,

 

I'm trying to get my custom reload sound to work. I made 4s long record as WAV and converted it to WSS with BITools with default setting. Changed the reloadMagazineSound to my own.

reloadMagazineSound[] = {"\bnae_weapons\bnae_trg42\sound\TRG42_reload",0.5,1,20};

Still not working and i have no experience on custom sounds. And i have no idea what are the 3 number after the route.

Do i have to define the sound somehow or what?

 

Thanks!

 

~Bnae

  • Like 1

Share this post


Link to post
Share on other sites

Try this:

class yourclasse_Base: arifle_MX_Base_F	
                reloadMagazineSound[]=
		{
			"\bnae_weapons\bnae_trg42\sound\TRG42_reload",
			1,
			1,
			15
		};

If not work, post here the entire config =)

Share this post


Link to post
Share on other sites

Try this:

class yourclasse_Base: arifle_MX_Base_F	
                reloadMagazineSound[]=
		{
			"\bnae_weapons\bnae_trg42\sound\TRG42_reload",
			1,
			1,
			15
		};

If not work, post here the entire config =)

 

Thanks for the reply, unfortunately it didn't help.

I don't see any valid reason to post the whole config here since this is the only line i have related to reloading sound (Also this might be the reason).

 

I also tried to move the original M320_reload.wss to my sound file and use that as a test, still no sound.

Share this post


Link to post
Share on other sites

Thanks for the reply, unfortunately it didn't help.

I don't see any valid reason to post the whole config here since this is the only line i have related to reloading sound (Also this might be the reason).

 

I also tried to move the original M320_reload.wss to my sound file and use that as a test, still no sound.

I said to post the config because the problem must be in other part of it. 

You're sure that the classes are defined properly?

Share this post


Link to post
Share on other sites

I said to post the config because the problem must be in other part of it. 

You're sure that the classes are defined properly?

 

I'm trying to say here that the sound is not defined, should it be? It was the main question in the first post on this topic.

Everything else is working without problem (custom reload animation, custom hand animation, custom muzzle, custom scope, custom bipod), and the sound was working when i was using route to original A3 sound. Now the custom sound ain't working because, well i haven't defined it any way and i cannot find any tutorial or related files in A3 files.

 

Here is the config anyway

 

class CfgPatches
{
	class bnae_sniper_trg42
	{
		requiredaddons[] = {"A3_Weapons_F_Mark"};
		requiredversion = 0.1;
		weapons[] = {"bnae_sniper_trg42"};
	};
};

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class SlotInfo;
class MuzzleSlot;
class CowsSlot;
class UnderBarrelSlot;
class PointerSlot;

class CfgMovesBasic
{
	class default;
 	class DefaultDie;
 	class ManActions
 	{
 		GestureReloadTRG42[] = {"GestureReloadTRG42", "gesture"};
 	};
	
};
 
class CfgGesturesMale
{
	class default;
 	class States
 	{
 		class GestureReloadTRG42 : default
 		{
 			file = "bnae_weapons\bnae_trg42\anim\TRG42reload.rtm";
			looped=0;
			speed=0.2555;
			mask = "handsWeapon";
			headBobStrength=0.200000;
			headBobMode=2;
			canPullTrigger = 0;
			rightHandIKCurve[] = {0,1,0.593407,1,0.604396,0,0.978022,0,0.989011,1};
			leftHandIKBeg = 1;
			leftHandIKEnd = 1;
			leftHandIKCurve[] = {0.10989,0,0.560440,0,0.571429,1};
 		};
	};
};

class CfgWeapons
{
	class Rifle_Base_F;
	class Rifle_Long_Base_F: Rifle_Base_F
	{
		class WeaponSlotsInfo;
	};
	class UGL_F;
	class bnae_trg42_base : Rifle_Long_Base_F {
		
	author = "BNAE";
	_generalMacro = "bnae_trg42_base";
	access = 3;
	aiRateOfFireDistance = 500;
	bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02",0.630957,1,15};
	bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03",0.630957,1,15};
	bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04",0.630957,1,15};
	bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01",0.630957,1,15};
	bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02",0.630957,1,15};
	bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03",0.630957,1,15};
	bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04",0.630957,1,15};
	bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01",0.630957,1,15};
	bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02",0.630957,1,15};
	bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03",0.630957,1,15};
	bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04",0.630957,1,15};
	bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01",0.630957,1,15};
	burst = 1;
	canDrop = 1;
	changeFiremodeSound[] = {"",1,1};
	cursor = "srifle";
	cursoraim = "CursorAim";
	descriptionshort = "";
	deployedPivot = "bipod";
	discreteDistance[] = {100,200,300,400,500,600};
	displayname = "Sako TRG-42";
	distanceZoomMin = 300;
	distanceZoomMax = 300;
	DLC = "Mark";
	drySound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_Dry_01",0.251189,1,20};
	emptySound[] = {"",1,1};
	fireLightDiffuse[] = {0.937,0.631,0.259};
	handAnim[] = {"OFP2_ManSkeleton","bnae_weapons\bnae_trg42\anim\trg42_handanim.rtm"};
	hiddenunderwaterselections[] = {};
	hiddenunderwaterselectionstextures[] = {};
	cartridgepos = "nabojnicestart";
	cartridgevel = "nabojniceend";
	magazines[] = {"10Rnd_338_Mag"};
	maxZeroing = 2000;
	memorypointcamera = "eye";
	model = "bnae_weapons\bnae_trg42\bnae_trg42";
	modes[] = {"Single","single_close_optics1","single_medium_optics1","single_far_optics1"};
	muzzleend = "konec hlavne";
	muzzlepos = "usti hlavne";
	muzzles[] = {"this"};
	nameSound = "rifle";
	overviewPicture = "\A3\Data_F_Mark\Images\watermarkInfo_page06_ca.paa";
	reloadAction = "GestureReloadTRG42";
	reloadMagazineSound[]= {"bnae_weapons\bnae_trg42\sound\TRG42_reload",0.5,1,20};
	recoil = "recoil_dmr_05";
	recoilProne = "assaultRifleBase";
	scope = 0;
	sound[] = {};
	soundBegin[] = {"sound",1};
	soundBeginWater[] = {"sound",1};
	soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083};
	soundBurst = 1;
	soundClosure[] = {"sound",1};
	soundContinuous = 0;
	soundEnd[] = {"sound",1};
	soundLoop[] = {"sound",1};
	simulation = "Weapon";
	picture = "\A3\Weapons_F\LongRangeRifles\M320\Data\UI\gear_M320_LRR_X_CA.paa";
	UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
	value = 4;
	
	class Library
	{
		libTextDesc = "$STR_A3_CfgWeapons_srifle_DMR_02_F_Library0";
	};
	
	class WeaponSlotsInfo : WeaponSlotsInfo {
		
		class MuzzleSlot: MuzzleSlot
		{
			access = 1;
			linkProxy = "\A3\data_f\proxies\weapon_slots\MUZZLE"; 
			compatibleItems[] = {"bnae_muzzle_v1"}; 				
			iconPosition[] = {0.0, 0.45};							
			iconScale = 0.2;										
			iconPicture = "\A3\Weapons_F\Data\UI\attachment_muzzle.paa"; 	
			iconPinpoint = "Center"; 										
		};
		class CowsSlot: CowsSlot 
		{
			access = 1;
			compatibleitems[] = {"bnae_scope_v1"};
			linkproxy = "\A3\data_f\proxies\weapon_slots\TOP";
			iconPosition[] = {0.5, 0.35};
			iconScale = 0.2;
		};
		class PointerSlot: PointerSlot 
		{
			access = 1;
			compatibleitems[] = {""};
			linkproxy = "\A3\data_f\proxies\weapon_slots\SIDE";
			iconPosition[] = {0.20, 0.45};
			iconScale = 0.25;
		};
		class UnderBarrelSlot: UnderBarrelSlot
		{
			access = 1;
			compatibleitems[] = {""};
			linkproxy = "\A3\data_f_mark\proxies\weapon_slots\UNDERBARREL";
			iconPosition[] = {0.2,0.8};
			iconScale = 0.3;
		};
	};
	
	class Single: Mode_SemiAuto
		{
			sounds[] = {"StandardSound","SilencedSound"};
			class BaseSoundModeType
			{
				closure1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_Closure_01",1.0,1,30};
				closure2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_Closure_02",1.0,1,30};
				soundClosure[] = {"closure1",0.5,"closure2",0.5};
			};
			class StandardSound: BaseSoundModeType
			{
				begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_short_01",5.0118723,1,2200};
				begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_short_02",5.0118723,1,2200};
				begin3[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_short_03",5.0118723,1,2200};
				soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin2",0.34};
				class SoundTails
				{
					class TailInterior
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_interior",2.2387211,1,2200};
						frequency = 1;
						volume = "interior";
					};
					class TailTrees
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_trees",2.2387211,1,2200};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};
					class TailForest
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_forest",2.2387211,1,2200};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};
					class TailMeadows
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_meadows",2.2387211,1,2200};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};
					class TailHouses
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\DMR_02_tail_houses",2.2387211,1,2200};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};
				};
			};
			class SilencedSound: BaseSoundModeType
			{
				begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_short_01",1.0,1,500};
				begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_short_02",1.0,1,500};
				soundBegin[] = {"begin1",0.5,"begin2",0.5};
				class SoundTails
				{
					class TailInterior
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_interior",1.0,1,500};
						frequency = 1;
						volume = "interior";
					};
					class TailTrees
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_trees",1.0,1,500};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};
					class TailForest
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_forest",1.0,1,500};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};
					class TailMeadows
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_meadows",1.0,1,500};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};
					class TailHouses
					{
						sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_02_MAR10\silencer_DMR_02_tail_houses",1.0,1,500};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};
				};
			};
			reloadTime = 2.1;
			dispersion = 0.00044;
			recoil = "recoil_single_dmr";
			recoilProne = "recoil_single_prone_dmr";
			minRange = 2;
			minRangeProbab = 0.3;
			midRange = 350;
			midRangeProbab = 0.7;
			maxRange = 500;
			maxRangeProbab = 0.05;
		};
		class single_close_optics1: Single
		{
			requiredOpticType = 1;
			showToPlayer = 0;
			minRange = 2;
			minRangeProbab = 0.05;
			midRange = 300;
			midRangeProbab = 0.8;
			maxRange = 500;
			maxRangeProbab = 0.01;
			aiRateOfFire = 2;
			aiRateOfFireDistance = 300;
		};
		class single_medium_optics1: single_close_optics1
		{
			minRange = 300;
			minRangeProbab = 0.05;
			midRange = 500;
			midRangeProbab = 0.7;
			maxRange = 700;
			maxRangeProbab = 0.05;
			aiRateOfFire = 2;
			aiRateOfFireDistance = 500;
		};
		class single_far_optics1: single_medium_optics1
		{
			requiredOpticType = 2;
			minRange = 300;
			minRangeProbab = 0.05;
			midRange = 700;
			midRangeProbab = 0.5;
			maxRange = 1000;
			maxRangeProbab = 0.05;
			aiRateOfFire = 4;
			aiRateOfFireDistance = 600;
		};
		aiDispersionCoefY = 3;
		aiDispersionCoefX = 2;
		};
		class bnae_trg42_viper : bnae_trg42_base 
		{
			scope = 2;
		};
	};
};

Share this post


Link to post
Share on other sites

Still seeking for an answer.

Only the reload sound is needed

Share this post


Link to post
Share on other sites

Still seeking for an answer.

Only the reload sound is needed

Try "bnae_weapons\bnae_trg42\sound\TRG42_reload" instead of "\bnae_weapons\bnae_trg42\sound\TRG42_reload".

Edit: If that still doesn't work, try: "bnae_weapons\bnae_trg42\sound\TRG42_reload.wss".

Edited by Rabid Squirrel
  • Like 1

Share this post


Link to post
Share on other sites

Try "bnae_weapons\bnae_trg42\sound\TRG42_reload" instead of "\bnae_weapons\bnae_trg42\sound\TRG42_reload".

Edit: If that still doesn't work, try: "bnae_weapons\bnae_trg42\sound\TRG42_reload.wss".

 

Two months.. Two months :mellow:

 

Oh how i feel stupid that i didnt even try that, even tho i had similiar problem with some icons.

Thank you Rabid Squirrel!

  • Like 1

Share this post


Link to post
Share on other sites

Two months.. Two months :mellow:

 

Oh how i feel stupid that i didnt even try that, even tho i had similiar problem with some icons.

Thank you Rabid Squirrel!

Glad to Help!

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

×