Jump to content
swtx

Custom Sounds Aren't Working, Config Looks Correct

Recommended Posts

Please take a look at my custom config.   Everything works except custom sounds.  I must be doing something wrong.

 

Thx in advance for your help.

 

class cfgPatches
{
	class PG_Zubr_357
	{
		authors[] = {"Project Genesis Team"};
		author = "SWTX";
		name="Rhino .357 Magnum";
		requiredAddons[]={"A3_Weapons_F", "A3_Sounds_F"};
		requiredVersion=0.1;
		units[]={};
		ammo[]={"B_357_JHP"};
		magazines[]={"6Rnd_357magnum_Cylinder"};
		weapons[]={"hgun_Pistol_heavy_02_357_F"};
	};
};
class CfgAmmo
{
	class B_762x51_Ball;
	class B_357_JHP: B_762x51_Ball
	{
		hit=12;
		caliber=1.6
		deflecting=15;
		audibleFire=50;
		cost=1.2;
		typicalSpeed=825;
	};
};
class CfgMagazines
{
	class 6Rnd_45ACP_Cylinder;
	class 6Rnd_357magnum_Cylinder: 6Rnd_45ACP_Cylinder
	{
		ammo="B_357_JHP";
		author="Project Genesis Team";
		picture="\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa";
		displayName=".357 Magnum 6Rnd Speed Loader";
		descriptionShort="$STR_A3_CfgMagazines_6Rnd_45ACP_Cylinder1";
		initSpeed=825;
		count=6;
		mass=6;
	};
};

class Mode_SemiAuto;
class SlotInfo;
class CowsSlot;
class CfgWeapons
{
	class hgun_Pistol_heavy_02_F;
	class hgun_357_Magnum : hgun_Pistol_heavy_02_F
	{
		class WeaponSlotsInfo;
	};
	class hgun_Pistol_heavy_02_357_F: hgun_357_Magnum
	{
		author="Project Genesis Team";
		_generalMacro="hgun_Pistol_heavy_02_357_F";
		baseWeapon="hgun_Pistol_heavy_02_357_F";
		scope=2;
		model="\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d";
		picture="\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa";
		magazines[]=
		{
			"6Rnd_357magnum_Cylinder"
		};
		displayname="Rhino .357 Magnum";
		descriptionShort="A Zubr Rhino Revolver designed to chamber .357 Magnum.";
		initSpeed=825;
		class WeaponSlotsInfo: WeaponSlotsInfo
		{
			mass=40;
			holsterScale=0.85000002;
			class CowsSlot: CowsSlot
			{
				compatibleItems[]=
				{
					"optic_Yorris",
					
				};
				iconPosition[]={0.40000001,0.30000001};
				iconScale=0.15000001;
			};
			class MuzzleSlot
			{
		};
	};
	
	class hgun_Pistol_heavy_02_357_F; // External class reference

	class hgun_Pistol_heavy_02_357_Yorris_F: hgun_Pistol_heavy_02_357_F
	{
		author="Project Genesis Team";
		_generalMacro="hgun_Pistol_heavy_02_357_Yorris_F";
		class LinkedItems
		{
			class LinkedItemsOptic
			{
				slot="CowsSlot";
				item="optic_Yorris";
			};
		};

class Single : Mode_SemiAuto {
			sounds[] = {"StandardSound"};
			
			class BaseSoundModeType {
				weaponSoundEffect = "DefaultRifle";
				closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10};
				closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10};
				soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
			};
			
			class StandardSound : BaseSoundModeType {
				begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600};
				begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600};
				begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600};
				soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};
				
				class SoundTails {
					class TailInterior {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1400};
						frequency = 1;
						volume = "interior";
					};
					
					class TailTrees {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1400};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};
					
					class TailForest {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1400};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};
					
					class TailMeadows {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1400};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};
					
					class TailHouses {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1400};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};
			
			      };
		       };
			};
		};
	};
};

 

Share this post


Link to post
Share on other sites

Your closing braces are messed up. hgun_Pistol_heavy_02_357_F > MuzzleSlot is not closed off properly until the very end, which leaves every thing after it miss configured.

Spoiler

class cfgPatches
{
	class PG_Zubr_357
	{
		authors[] = {"Project Genesis Team"};
		author = "SWTX";
		name="Rhino .357 Magnum";
		requiredAddons[]={"A3_Weapons_F", "A3_Sounds_F"};
		requiredVersion=0.1;
		units[]={};
		ammo[]={"B_357_JHP"};
		magazines[]={"6Rnd_357magnum_Cylinder"};
		weapons[]={"hgun_Pistol_heavy_02_357_F"};
	};
};

class CfgAmmo
{
	class B_762x51_Ball;
	class B_357_JHP: B_762x51_Ball
	{
		hit=12;
		caliber=1.6
		deflecting=15;
		audibleFire=50;
		cost=1.2;
		typicalSpeed=825;
	};
};

class CfgMagazines
{
	class 6Rnd_45ACP_Cylinder;
	class 6Rnd_357magnum_Cylinder: 6Rnd_45ACP_Cylinder
	{
		ammo="B_357_JHP";
		author="Project Genesis Team";
		picture="\A3\Weapons_F_EPA\Data\ui\M_6Rnd_revolver_CA.paa";
		displayName=".357 Magnum 6Rnd Speed Loader";
		descriptionShort="$STR_A3_CfgMagazines_6Rnd_45ACP_Cylinder1";
		initSpeed=825;
		count=6;
		mass=6;
	};
};

class Mode_SemiAuto;
class SlotInfo;
class CowsSlot;
class CfgWeapons
{
	class hgun_Pistol_heavy_02_F;
	class hgun_357_Magnum : hgun_Pistol_heavy_02_F
	{
		class WeaponSlotsInfo;
	};
	class hgun_Pistol_heavy_02_357_F: hgun_357_Magnum
	{
		author="Project Genesis Team";
		_generalMacro="hgun_Pistol_heavy_02_357_F";
		baseWeapon="hgun_Pistol_heavy_02_357_F";
		scope=2;
		model="\A3\Weapons_F_EPA\Pistols\Pistol_heavy_02\Pistol_heavy_02_F.p3d";
		picture="\A3\Weapons_F_EPA\Pistols\Pistol_Heavy_02\data\UI\gear_Pistol_heavy_02_X_CA.paa";
		magazines[]=
		{
			"6Rnd_357magnum_Cylinder"
		};
		displayname="Rhino .357 Magnum";
		descriptionShort="A Zubr Rhino Revolver designed to chamber .357 Magnum.";
		initSpeed=825;
		class WeaponSlotsInfo: WeaponSlotsInfo
		{
			mass=40;
			holsterScale=0.85000002;
			class CowsSlot: CowsSlot
			{
				compatibleItems[]=
				{
					"optic_Yorris",

				};
				iconPosition[]={0.40000001,0.30000001};
				iconScale=0.15000001;
			};
			class MuzzleSlot
			{};
		};
	};

	class hgun_Pistol_heavy_02_357_F; // External class reference

	class hgun_Pistol_heavy_02_357_Yorris_F: hgun_Pistol_heavy_02_357_F
	{
		author="Project Genesis Team";
		_generalMacro="hgun_Pistol_heavy_02_357_Yorris_F";
		class LinkedItems
		{
			class LinkedItemsOptic
			{
				slot="CowsSlot";
				item="optic_Yorris";
			};
		};

		class Single : Mode_SemiAuto {
			sounds[] = {"StandardSound"};

			class BaseSoundModeType {
				weaponSoundEffect = "DefaultRifle";
				closure1[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_01", 0.199526, 1, 10};
				closure2[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Closure_Zubr_02", 0.199526, 1, 10};
				soundClosure[] = {"closure1", 0.5, "closure2", 0.5};
			};

			class StandardSound : BaseSoundModeType {
				begin1[] = {"\PG_Zubr\sounds\Zubr_short_01", 3.16228, 1, 1600};
				begin2[] = {"\PG_Zubr\sounds\Zubr_short_02", 3.16228, 1, 1600};
				begin3[] = {"\PG_Zubr\sounds\Zubr_short_03", 3.16228, 1, 1600};
				soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.34};

				class SoundTails {
					class TailInterior {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_interior", 1.41254, 1, 1400};
						frequency = 1;
						volume = "interior";
					};

					class TailTrees {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_trees", 1.0, 1, 1400};
						frequency = 1;
						volume = "(1-interior/1.4)*trees";
					};

					class TailForest {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_forest", 1.0, 1, 1400};
						frequency = 1;
						volume = "(1-interior/1.4)*forest";
					};

					class TailMeadows {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_meadows", 1.0, 1, 1400};
						frequency = 1;
						volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
					};

					class TailHouses {
						sound[] = {"A3\Sounds_F\arsenal\weapons\Pistols\Zubr\Zubr_tail_houses", 1.0, 1, 1400};
						frequency = 1;
						volume = "(1-interior/1.4)*houses";
					};
				};
			};
		};
	};
};

 

Whether that fixes things for you I dont know but it was the first thing that stood out.

Share this post


Link to post
Share on other sites

Thanks for the help.  Tried your fix and it compiles and runs just fine in-game however my custom sounds still don't play in-game.

 

Still not sure what's going on.

 

Thanks again for taking a look.

Share this post


Link to post
Share on other sites

Just FYI, I spoke with Laxman and he told me that the reason my config is not working is that the part of the config that deals with handling the sounds is outdated and is being overwritten by the new sound engine config.

 

See this page for details on how to build the correct config with sound shaders.

 

BIS WIKI

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

×