Halford.T 0 Posted March 16, 2017 Good afternoon all. I am seeking some help with a mission that i am creating using 3D sounds. I have made some progress so far with getting this to work, however i need to get it to work in a Multiplayer Dedicated Server environment with JIP compatibility. Have been browsing these forums and googling the topic, but have not found anything that will necessarily applicable to what i am trying to achieve. Currently i am able to get the following script to work in an objects initialization field, this does seem to work on dedicated but does not work with JIP. playSound3D ["addons\Russianrachatter.ogg", rabbit, false, getPosASL rabbit, 30, 1, 20] (Example Syntax: playSound3D [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance]) I have chosen playSound3D as it seems to have the appropriate functionality for my scenario. As you may see above, i have referenced a sound file that i have included in a custom made mod (specifically for sound effects) - within this mod i have the sound files and a config.cpp which contains the classes referencing the files under CfgSounds. See below: Spoiler #include "BIS_AddonInfo.hpp" #define _ARMA_ //Class config.cpp{ class CfgPatches { class HalfcockSFX { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgMusicClasses { class SFXStealth { displayName = "SFX_Stealth"; }; }; class CfgMusic { class Covert { name = "Stealh Covert"; sound[] = {"addons\Covert.ogg",2,1}; theme = "Custom"; duration = "257"; musicClass = "SFXStealth"; }; }; class CfgSounds { sounds[] = {}; class SKadikoy { name = "Russian Radio Chatter"; sound[] = {"addons\Russianrachatter.ogg", 2,1}; titles[] = {0,""}; }; }; Is there any way of making what i am doing here compatible for JIP? Thank you. Share this post Link to post Share on other sites
M1ke_SK 230 Posted March 17, 2017 I had similair decision. Try using say3D and remoteExec Share this post Link to post Share on other sites
CreativeProduct 2 Posted March 17, 2017 That one should work. [nil,_TargetUnit,"loc"+"per",rSay,[_SoundName,5,1]] call RE; Best regards. Share this post Link to post Share on other sites
Halford.T 0 Posted March 18, 2017 22 hours ago, CreativeProduct said: That one should work. [nil,_TargetUnit,"loc"+"per",rSay,[_SoundName,5,1]] call RE; Best regards. Am trying to follow this however it has some parts that i am not familiar with. What is "rSay"? On 3/17/2017 at 7:19 AM, M1ke_SK said: I had similair decision. Try using say3D and remoteExec [player, "_SoundName"] remoteExec ["say3D",-2,true]; I found this, it works to an extent and seems to have JIP compatibility, however i am not sure how to control the volume nor the maxDistance within the script. Share this post Link to post Share on other sites
M1ke_SK 230 Posted March 18, 2017 13 minutes ago, LT.Halford.T said: [player, "_SoundName"] remoteExec ["say3D",-2,true]; I found this, it works to an extent and seems to have JIP compatibility, however i am not sure how to control the volume nor the maxDistance within the script. From wiki (https://community.bistudio.com/wiki/say3D) syntax: from say3D [sound, maxDistance, pitch] [player, [_SoundName, _distance, _pitch]] remoteExec ["say3D",-2,true]; Share this post Link to post Share on other sites
Halford.T 0 Posted March 20, 2017 M1ke_SK thank you very much for your assistance so far, i am almost there with this one! [player, [_SoundName, _distance, _pitch]] remoteExec ["say3D",-2,true]; The above does work, but not yet in the fashion i intended, therefore i tried the following: [sds1, ["ATC", 10, 1]] remoteExec ["say3D",-2,true]; If sds1 was left as player, the player would be the sound source, hence i named an object (portable radio) as variable "sds1", this makes the object the sound source. "ATC" is the class name defined in cfgSounds and works, giving say3D the path "addons/ATC.ogg" does not. (just pointing that out for others trying the same thing) What i am stuck at now is being able to successfully define the distance and pitch, "[_VariableName, [_SoundName, _distance, _pitch]] remoteExec ["say3D",-2,true];" does not seem to recognize both _distance and _pitch, the script defaults to a distance of 100m (as it says on the wiki) Share this post Link to post Share on other sites
M1ke_SK 230 Posted March 20, 2017 I created thread a while ago. Seems to be the same problem? Share this post Link to post Share on other sites
Halford.T 0 Posted March 20, 2017 Yes i believe you are right, i'm actually testing something with playsound3D, might have a JIP compat within Zeus, will feed back results soon. Share this post Link to post Share on other sites
Yipfrr 0 Posted August 28, 2017 (edited) On 3/20/2017 at 5:28 AM, LT.Halford.T said: Yes i believe you are right, i'm actually testing something with playsound3D, might have a JIP compat within Zeus, will feed back results soon. Were you able to find a solution? Im trying to do the same thing where a concert is playing at the begining of the mission and I need JIP's to be able to hear it as well. ------------------------------------------------------ NVM, I found a syntax that works [mic, ["speech1", 10000, 1]] remoteExec ["say3d", 0, true]; <-------- will play "speech1" at a distance of 10000 from object mic for all clients on a server. Edited August 28, 2017 by Yipfrr Solution foudn Share this post Link to post Share on other sites