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Say3D - no sound coming out

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Hi, I wanted to add a 3D song in a AM radio ingame, so I created a folder "music" in my mission folder, in wich I add the .ogg music with name "greekmusic". I also created the description.ext with those lines :

class CfgSounds
{
 sounds[] = {};
 class greekmusic
 {
  name = "greekmusic";
  sound[] = {"music\greekmusic.ogg", db+0, 1.0};
  titles[] = {};
 };
};    

I put a radio AM and in the int. line I wrote : this say3D "greekmusic";

But when I launch the game, there's no sound coming out of the radio, even when I set db+10... Can somebody help me ? I tried a lot of thing but nothing works...

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Try adding greekmusic to  sounds[] = {};

 sounds[] = {greekmusic};
class CfgSounds
{
	sounds[] = {greekmusic};

	class greekmusic
	{
		name = "greekmusic";
		sound[] = {"music\greekmusic.ogg", 1, 1};
		titles[] = {};
	};

 

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Yes it's a mono file I just checked !

 

 

28 minutes ago, csk222 said:

Try adding greekmusic to  sounds[] = {};


 sounds[] = {greekmusic};

class CfgSounds
{
	sounds[] = {greekmusic};

	class greekmusic
	{
		name = "greekmusic";
		sound[] = {"music\greekmusic.ogg", 1, 1};
		titles[] = {};
	};

 

 

It still doesn't work :(

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I suggest you try to make it play with some arma .ogg file to eliminate one possibility that you have some incompatible format

 

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Try it like this to see if the sound works. It should say "Objective Complete - Well Done"

class CfgSounds
{
	sounds[] = {greekmusic};

	class greekmusic
	{
		name = "greekmusic";
		sound[] = {"@A3\Dubbing_Radio_F\data\ENG\Male01ENG\RadioProtocolENG\Normal\230_GenericRadioMessages\GenComplete2.ogg", 1, 1};
		titles[] = {};
	};

NOTE:

I just re-read your post and are you just putting this say3D "greekmusic"; in the init? I'm not sure if that works like that where it will automatically play when you preview/launch the mission. Try it in the activation field of a trigger.

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34 minutes ago, csk222 said:

Try it like this to see if the sound works. It should say "Objective Complete - Well Done"


class CfgSounds
{
	sounds[] = {greekmusic};

	class greekmusic
	{
		name = "greekmusic";
		sound[] = {"@A3\Dubbing_Radio_F\data\ENG\Male01ENG\RadioProtocolENG\Normal\230_GenericRadioMessages\GenComplete2.ogg", 1, 1};
		titles[] = {};
	};

NOTE:

I just re-read your post and are you just putting this say3D "greekmusic"; in the init? I'm not sure if that works like that where it will automatically play when you preview/launch the mission. Try it in the activation field of a trigger.

 

It says that he can't find "greekmusic" with your code :/

 

This one do what I do and it works :

He simply put this say3D "song"; in the init line of the entity and it works...:(

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2 hours ago, theend3r said:

Is it mono? The game won't play a stereo .ogg.

Yes it will, I have a few ogg sounds configured in CfgSounds for one of my mission, all stereo 44100 32bit with no problems.

I had exactly the same problem the other day with a new sound I was adding and it was because the file was mono, as soon as I turned it into stereo using audacity it worked fine :/.

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I just tried it out and it DOES play automatically upon preview/launch. My example worked saying "Objective Complete".

 

Here's an example mission Dropbox Link - say3Dsound_test.VR

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2 hours ago, csk222 said:

I just tried it out and it DOES play automatically upon preview/launch. My example worked saying "Objective Complete".

 

Here's an example mission Dropbox Link - say3Dsound_test.VR

Strange, it doesn't work last time I tried, I'll try again (thx for the link)

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Thx now it works fine with your description.ext !!

Just a last question : I want an IA to play a song when he's dead, still with say3D.

I made a trigger with !alive bob; (bob is the IA), and I choose the song in the effect list, but how can I make it in the way that it's bob that will say aaaarg in say3D and not like a music in the backround ?

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dead people can't talk. so the most common way is spawning a dummy object to make that do the talking.

  • Thanks 1

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