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natanbrody

Custom Weapon Sound Not Working

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I have tried many different things but to no avail. The .wss files are all mono files.
I will leave my files here and hopefully someone can shed some light on why it doesn't work.
 

Config.cpp (For Weapon)

#include "cfgsoundshaders.hpp"
#include "cfgsoundset.hpp"

class CfgPatches {
    class PRP_ColtAR15 {
        requiredaddons[] = {"A3_Data_F","A3_UI_F","A3_Anims_F","A3_Anims_F_Config_Sdr","A3_Weapons_F","PRP_SoundFramework"};
        units[] = {};
        weapons[] = {"PRP_ColtAR15"};
        magazines[] = {"PRP_556_30Rnd_55gr"};
        version="1";
        author="Natan Brody";
    };
};

class cfgMods {
    class Mod_Base;

    class PrecisionLifeProject : Mod_Base {
        name = "Precision Life Project";
        picture = "";
        dir = "@PrecisionRoleplay";
        hideName = 1;
        hidePicture = 0;
        action = "";
        author = "Natan Brody";
        logo = "";
        logoOver = "";
        logoSmall = "";
    };
};

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;
class CfgMagazines 
{
    class 30Rnd_556x45_Stanag;
    class PRP_556_30Rnd_55gr : 30Rnd_556x45_Stanag {
        dlc = "PrecisionLifeProject";
        author = "Natan Brody";
        ammo = "PRP_556_55gr";
        count = 30;
        descriptionshort = "Caliber: 5.56x45mm 55gr <br />Rounds: 30<br />Used in: Any Colt Platform";
        displayname = "5.56x45mm Magazine (55gr. FMJ) 30rnd";
        model = "PRP_Weapons\ColtAR15\magazine.p3d";
        initspeed = 945;
        lastroundstracer = 1;
        tracersevery = 0;
        displaynameshort = "5.56x45mm 55gr. FMJ";
        picture = "\PRP_Weapons\ColtAR15\UI\m_magazine_ca.paa";
    };
};

class CfgWeapons {
    class Rifle;
    class Rifle_Base_F: Rifle {
        class WeaponSlotsInfo;
        class GunParticles;
    };
    class PRP_AR15_Base : Rifle_Base_F {
        magazineReloadSwitchPhase = 0.5;
        scope = 1;
        aidispersioncoefx = 4;
        aidispersioncoefy = 6;
        magazines[] = {"PRP_556_30Rnd_55gr"};
        class Library {
            libTextDesc = "AR15";
        };
        /*reloadAction = "HLC_GestureReloadAK";*/
        maxRecoilSway = 0.0125;
        swayDecaySpeed = 1.25;
        class GunParticles: GunParticles {
            class SecondEffect {
                positionName = "Nabojnicestart";
                directionName = "Nabojniceend";
                effectName = "CaselessAmmoCloud";
            };
        };
        descriptionShort = "Assault rifle<br/>Caliber: 5.56mm";
		handAnim[] = {"OFP2_ManSkeleton", "PRP_Weapons\ColtAR15\anim\Handanim_rifletemplate.rtm"};

        dexterity = 1.8;
        bullet1[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_01", 0.398107, 1, 15};
        bullet10[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_02", 0.281838, 1, 15};
        bullet11[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_03", 0.281838, 1, 15};
        bullet12[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_04", 0.281838, 1, 15};
        bullet2[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_02", 0.398107, 1, 15};
        bullet3[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_03", 0.398107, 1, 15};
        bullet4[] = {"A3\sounds_f\weapons\shells\7_62\metal_762_04", 0.398107, 1, 15};
        bullet5[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_01", 0.281838, 1, 15};
        bullet6[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_02", 0.281838, 1, 15};
        bullet7[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_03", 0.281838, 1, 15};
        bullet8[] = {"A3\sounds_f\weapons\shells\7_62\dirt_762_04", 0.281838, 1, 15};
        bullet9[] = {"A3\sounds_f\weapons\shells\7_62\grass_762_01", 0.281838, 1, 15};
        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};

        modes[] = {"Single"};
		class Single: Mode_SemiAuto
		{
			sounds[] = {"StandardSound","SilencedSound"};
			class BaseSoundModeType;
			class StandardSound: BaseSoundModeType
			{
				soundSetShot[]=
				{
					"AR_Shot_SoundSet",
					"",
					""
				};
			};
			class SilencedSound: BaseSoundModeType
			{
				SoundSetShot[]=
				{
					"AR_Shot_SoundSet",
					"",
					""
				};
			};
		};
        UiPicture = "\A3\weapons_f\data\UI\icon_regular_CA.paa";
	};
    class PRP_ColtAR15 : PRP_AR15_Base {
        dlc = "PrecisionLifeProject";
        deployedPivot = "deploypivot";       /// what point should be used to be on surface while unfolded
        hasBipod = false;          /// a weapon with bipod obviously has a bipod
        //soundBipodDown[] = { "A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_down", db - 3, 1, 20 }; /// sound of unfolding the bipod
        //soundBipodUp[] = { "A3\Sounds_F_Mark\arsenal\sfx\bipods\Bipod_AAF_up", db - 3, 1, 20 }; /// sound of folding the bipod
        magazineReloadSwitchPhase = 0.5;
        aiDispersionCoefY = 6.0;
        aiDispersionCoefX = 4.0;
        author = "Natan Brody";
       /* reloadAction = "HLC_GestureReloadAR15_BAD_WS";*/
        scope = 2;
        model = "PRP_Weapons\ColtAR15\AR15.p3d";
        picture = "\PRP_Weapons\ColtAR15\ui\gear_ar15_x_ca";
        displayName = "Colt AR-15 Carbine (5.56x45mm)";
        descriptionShort = "Short-Barreled Rifle<br/>Caliber: 5.56mm";
        hiddenSelections[] = {};
        hiddenSelectionsTextures[] = {};
        discretedistance[] = {300};
        discretedistanceinitindex = 0;
        /*reloadMagazineSound[] = {"hlc_wp_ar15\snd\ar15c_reload",0.74,1,30};*/
        handAnim[] = {"OFP2_ManSkeleton", "PRP_Weapons\ColtAR15\anim\Handanim_rifletemplate.rtm"};
        class WeaponSlotsInfo : WeaponSlotsInfo {
            mass = 57;
        };
		inertia = 0.22;
		dexterity = 1.64;

        class ItemInfo {
            priority = 1;
            RMBhint = "XMC";
            onHoverText = "TODO XMC DSS";
        };
        class Single: Mode_SemiAuto
		{
			sounds[] = {"StandardSound","SilencedSound"};
			class BaseSoundModeType;
			class StandardSound: BaseSoundModeType
			{
				soundSetShot[]=
				{
					"AR_Shot_SoundSet",
					"",
					""
				};
			};
			class SilencedSound: BaseSoundModeType
			{
				SoundSetShot[]=
				{
					"AR_Shot_SoundSet",
					"",
					""
				};
			};
			aidispersioncoefx = 1.4;
			aidispersioncoefy = 1.7;
			airateoffire = 2;
			airateoffiredistance = 500;
			artillerycharge = 1;
			artillerydispersion = 1;
			autofire = 0;
			burst = 1;
			canshootinwater = 0;
			dispersion = 0.00093;
			displayname = "Semi";
			ffcount = 1;
			fffrequency = 11;
			ffmagnitude = 0.5;
			flash = "gunfire";
			flashsize = 0.1;
			maxrange = 500;
			maxrangeprobab = 0.2;
			midrange = 250;
			midrangeprobab = 0.7;
			minrange = 2;
			minrangeprobab = 0.3;
			multiplier = 1;
			recoil = "recoil_single_trg";
			recoilprone = "recoil_single_prone_trg";
			reloadtime = 0.065;
			requiredoptictype = -1;
			showtoplayer = 1;
			sound[] = {"", 10, 1};
			soundbegin[] = {"begin1", 0.333, "begin2", 0.333};
			soundbeginwater[] = {"sound", 1};
			soundburst = 0;
			soundclosure[] = {"closure1", 0.5, "closure2", 0.5};
			soundcontinuous = 0;
			soundend[] = {};
			soundloop[] = {};
			texturetype = "semi";
			useaction = 0;
			useactiontitle = "";
			weaponsoundeffect = "DefaultRifle";
		};
        class Library {
            libTextDesc = "AR-15 Carbine";
        };
    };
};
class CfgAmmo {
	class B_556x45_Ball;
	class PRP_556_55gr : B_556x45_Ball {
		airfriction = -0.001425;
		caliber = 0.5;
		cost = 1;
		deflecting = 20;
		hit = 8;
		indirecthit = 0;
		indirecthitrange = 0;
		model = "\A3\Weapons_f\Data\bullettracer\tracer_red";
		nvgonly = 1;
		tracerendtime = 1;
		tracerscale = 1;
		tracerstarttime = 0.05;
	};
};		

cfgSoundShaders.hpp

class CfgSoundShaders
{
	class AR_0m_SoundShader
	{
		samples[]=
		{
			{"PRP_Weapons\ColtAR15\sounds\0m_1.wss",1},
			{"PRP_Weapons\ColtAR15\sounds\0m_2.wss",1},		
			{"PRP_Weapons\ColtAR15\sounds\0m_3.wss",1}
		};
		volume=2.3;
		range=50;
		rangeCurve[] = {{ 0,1 },{ 50,0 }};
	};
	class AR_50m_SoundShader
	{
		samples[]=
		{
			{"PRP_Weapons\ColtAR15\sounds\50m_1.wss",1},
			{"PRP_Weapons\ColtAR15\sounds\50m_2.wss",1},		
			{"PRP_Weapons\ColtAR15\sounds\50m_3.wss",1}
		};
		volume=2;
		range=150;
		rangeCurve[] = {{ 0,0 },{ 50,1 },{ 150,0 }};
	};
	class AR_150m_SoundShader
	{
		samples[]=
		{
			{"PRP_Weapons\ColtAR15\sounds\150m_1.wss",1},
			{"PRP_Weapons\ColtAR15\sounds\150m_2.wss",1},		
			{"PRP_Weapons\ColtAR15\sounds\150m_3.wss",1}
		};
		volume=1.5;
		range=550;
		rangeCurve[] = {{ 0,0 },{ 50,0 },{ 150,1 },{ 550,0 }};
	};
	class AR_550m_SoundShader
	{
		samples[]=
		{
			{"PRP_Weapons\ColtAR15\sounds\550m_1.wss",1},
			{"PRP_Weapons\ColtAR15\sounds\550m_2.wss",1},		
			{"PRP_Weapons\ColtAR15\sounds\550m_3.wss",1}
		};
		volume=1;
		range=1000;
		rangeCurve[] = {{ 0,0 },{ 50,0 },{ 150,0 },{ 550,1 },{ 1000,0 }};
	};
	class AR_1000m_SoundShader
	{
		samples[]=
		{
			{"PRP_Weapons\ColtAR15\sounds\1000m_1.wss",1},
			{"PRP_Weapons\ColtAR15\sounds\1000m_2.wss",1},		
			{"PRP_Weapons\ColtAR15\sounds\1000m_3.wss",1}
		};
		volume=0.8 -(interior*0.3);
		range=1800;
		rangeCurve[] = {{ 0,0 },{ 50,0 },{ 150,0 },{ 550,0 },{ 1000,1 },{ 1800,0 }};
	};
	class AR_1800m_SoundShader
	{
		samples[]=
		{
			{"PRP_Weapons\ColtAR15\sounds\1800m_1.wss",1},
			{"PRP_Weapons\ColtAR15\sounds\1800m_2.wss",1},		
			{"PRP_Weapons\ColtAR15\sounds\1800m_3.wss",1}
		};
		volume=0.5 -(interior*0.5);
		range=3000;
		rangeCurve[] = {{ 0,0 },{ 50,0 },{ 150,0 },{ 550,0 },{ 1000,0 },{ 1800,1 },{ 3000,0 }};
	};
	/*class m4_tailDistant_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\dist_tail\light1.ogg",1},
			{"\PRP_Weapons\Sounds\dist_tail\light2.ogg",1},
			{"\PRP_Weapons\Sounds\dist_tail\light3.ogg",1},
			{"\PRP_Weapons\Sounds\dist_tail\light4.ogg",1}
		};
		volume=1;
		range=2000;
		rangeCurve[]=
		{
			{0,0},
			{600,0.69999999},
			{2000,1}
		};
		limitation=1;
	};
	class m4_tailForest_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\forest_tails\rifle1.ogg",1},			
			{"\PRP_Weapons\Sounds\tails\forest_tails\rifle2.ogg",1},
			{"\PRP_Weapons\Sounds\tails\forest_tails\rifle3.ogg",1},
			{"\PRP_Weapons\Sounds\tails\forest_tails\rifle4.ogg",1}
		};
		volume="(1-interior/1.4)*forest/3";
		range=2000;
		rangeCurve[]=
		{
			{0,1},
			{2000,0}
		};
		limitation=1;
	};
	class m4_tailHouses_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\houses_tails\rifle1.ogg",1},
			{"\PRP_Weapons\Sounds\tails\houses_tails\rifle2.ogg",1},
			{"\PRP_Weapons\Sounds\tails\houses_tails\rifle3.ogg",1},
			{"\PRP_Weapons\Sounds\tails\houses_tails\rifle4.ogg",1}
		};
		volume="(1-interior/1.4)*houses/3";
		range=1500;
		rangeCurve[]=
		{
			{0,1},
			{250,0.30000001},
			{1500,0}
		};
		limitation=1;
	};
	class m4_tailInterior_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\interior\shot.ogg",1}
		};
		volume="interior";
		range=350;
		rangeCurve[]=
		{
			{0,1},
			{50,0.40000001},
			{100,0.2},
			{350,0}
		};
		limitation=1;
	};
	class m4_tailMeadows_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\meadow_tails\rifle1.ogg",1},
			{"\PRP_Weapons\Sounds\tails\meadow_tails\rifle2.ogg",1},
			{"\PRP_Weapons\Sounds\tails\meadow_tails\rifle3.ogg",1},
			{"\PRP_Weapons\Sounds\tails\meadow_tails\rifle4.ogg",1}
		};
		volume="(1-interior/1.4)*(meadows/2 max sea/2)/3";
		range=2000;
		rangeCurve[]=
		{
			{0,1},
			{2000,0}
		};
		limitation=1;
	};
	class m4_tailTrees_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\meadow_tails\rifle1.ogg",1},
			{"\PRP_Weapons\Sounds\tails\meadow_tails\rifle2.ogg",1},
			{"\PRP_Weapons\Sounds\tails\meadow_tails\rifle3.ogg",1},
			{"\PRP_Weapons\Sounds\tails\meadow_tails\rifle4.ogg",1}
		};
		volume="(1-interior/1.4)*trees/3";
		range=2000;
		rangeCurve[]=
		{
			{0,1},
			{2000,0}
		};
		limitation=1;
	};
	class m4_silencerShot_SoundShader
	{
		samples[]=
		{
			{"PRP_Weapons\ColtAR15\sounds\1stperson\sd\silencerShot.ogg",1}		
		};
		volume=1.5;//silencerShot//
		range=150;
		rangeCurve="closeShotCurve";
	};
	class m4_SD_midShot_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\mid1.ogg",1},
			{"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\mid2.ogg",1},
			{"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\mid3.ogg",1},
			{"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\mid4.ogg",1}
		};
		volume=0.50118721;//SD_midShot//
		range=2000;
		rangeCurve[]=
		{
			{0,0},
			{50,1}, {150,1},
			{300,0},
			{2000,0}
		};
	};
	class m4_SD_distShot_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\ColtAR15\sounds\3rdperson\sd\dist.ogg",1}
		};
		volume=1;//SD_distShot//
		range=2000;
		rangeCurve[]=
		{
			{0,0},
			{50,0},
			{300,1},
			{2000,1}
		};
	};	
	class m4_silencerTailForest_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\sd_forest tails\rifle1.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_forest tails\rifle2.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_forest tails\rifle3.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_forest tails\rifle4.ogg",1}
		};
		volume="(1-interior/1.4)*forest/3";
		range=150;
		rangeCurve[]=
		{
			{0,1},
			{150,0.30000001}
		};
		limitation=1;
	};
	class m4_silencerTailHouses_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\sd_houses tails\rifle1.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_houses tails\rifle2.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_houses tails\rifle3.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_houses tails\rifle4.ogg",1}
		};
		volume="(1-interior/1.4)*houses/3";
		range=150;
		rangeCurve[]=
		{
			{0,1},
			{150,0}
		};
		limitation=1;
	};
	class m4_silencerTailInterior_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\interior\SD_shot.ogg",1}
		};
		volume="interior";
		range=150;
		rangeCurve[]=
		{
			{0,1},
			{50,0.30000001},
			{150,0}
		};
		limitation=1;
	};
	class m4_silencerTailMeadows_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle1.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle2.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle3.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle4.ogg",1}
		};
		volume="(1-interior/1.4)*(meadows/2 max sea/2)/3";
		range=150;
		rangeCurve[]=
		{
			{0,1},
			{150,0.30000001}
		};
		limitation=1;
	};
	class m4_silencerTailTrees_SoundShader
	{
		samples[]=
		{
			{"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle1.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle2.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle3.ogg",1},
			{"\PRP_Weapons\Sounds\tails\sd_meadow tails\rifle4.ogg",1}
		};
		volume="(1-interior/1.4)*trees/3";
		range=150;
		rangeCurve[]=
		{
			{0,1},
			{150,0.30000001}
		};
		limitation=1;
	};
	*/
};

cfgSoundSets.hpp

 

class CfgSoundSets
{
	
	class AR_Shot_SoundSet
	{
		soundShaders[]=
		{
			"AR_0m_SoundShader",
			"AR_50m_SoundShader",
			"AR_150m_SoundShader",
			"AR_550m_SoundShader",
			"AR_1000m_SoundShader",
			"AR_1800m_SoundShader"
		};
		volumeFactor = 1.33 * 1.35;
		volumeCurve = "PRP_rifleSoundCurve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		distanceFilter = "PRP_defaultDistanceFilter";
		occlusionFactor = 0.5;
		obstructionFactor = 0.3;
		spatial = 1;
		doppler = 0;
		loop = 0;
		frequencyRandomizer = 0.8;
		frequencyRandomizerMin = 0.1;
	};
	/*class m4_tail_SoundSet
	{
		soundShaders[]=
		{
			"m4_tailDistant_SoundShader",
			"m4_tailForest_SoundShader",
			"m4_tailHouses_SoundShader",
			"m4_tailMeadows_SoundShader",
			"m4_tailTrees_SoundShader"
		};
		volumeFactor=1;
		volumeCurve="PRP_wpn_vl_sin";
		sound3DProcessingType="WeaponMediumShotTail3DProcessingType";
		spatial=1;
		doppler=0;
		loop=0;
		distanceFilter="weaponShotTailDistanceFreqAttenuationFilter";
		frequencyRandomizer=2;
		soundShadersLimit=9;
	};
	class m4_InteriorTail_SoundSet
	{
		soundShaders[]=
		{
			"m4_tailInterior_SoundShader"
		};
		volumeFactor=1;
		volumeCurve="InverseSquare2Curve";
		sound3DProcessingType="WeaponMediumShotTail3DProcessingType";
		spatial=1;
		doppler=0;
		distanceFilter="weaponShotTailDistanceFreqAttenuationFilter";
		frequencyRandomizer=1;
		loop=0;
	};
	class m4_silencerShot_SoundSet
	{
		soundShaders[]=
		{
			"m4_Closure_SoundShader",
			"m4_silencerShot_SoundShader",
			"m4_SD_midShot_SoundShader",
			"m4_SD_distShot_SoundShader"
		};
		volumeFactor=2.2;//shot_soundset//
		volumeCurve="InverseSquare2Curve";
		sound3DProcessingType="WeaponMediumShot3DProcessingType";
		spatial=1;
		doppler=0;
		distanceFilter="weaponShotDistanceFreqAttenuationFilter";
		frequencyRandomizer=1;
		loop=0;
	};
	class m4_silencerTail_SoundSet
	{
		soundShaders[]=
		{
			"m4_silencerTailTrees_SoundShader",
			"m4_silencerTailForest_SoundShader",
			"m4_silencerTailMeadows_SoundShader",
			"m4_silencerTailHouses_SoundShader"
		};
		volumeFactor=0.89999998;
		volumeCurve="InverseSquare2Curve";
		sound3DProcessingType="WeaponMediumShotTail3DProcessingType";
		spatial=1;
		doppler=0;
		loop=0;
		distanceFilter="weaponShotTailDistanceFreqAttenuationFilter";
		frequencyRandomizer=2;
		soundShadersLimit=9;
		
	};
	class m4_silencerInteriorTail_SoundSet
	{
		soundShaders[]=
		{
			"m4_silencerTailInterior_SoundShader"
		};
		volumeFactor=1;
		volumeCurve="InverseSquare2Curve";
		sound3DProcessingType="WeaponMediumShot3DProcessingType";
		spatial=1;
		doppler=0;
		distanceFilter="weaponShotDistanceFreqAttenuationFilter";
		frequencyRandomizer=1;
		loop=0;
	};*/
};



Config.cpp (For the sound filters and such)
 

class CfgPatches {
	class PRP_SoundFramework {
		units[] = {};
		weapons[] = {};
		requiredVersion = 1;
		requiredAddons[] = {};
		authors[] = {"Natan Brody"};
		author = "Natan Brody";
	};
};

class cfgDistanceFilters {
	class PRP_defaultDistanceFilter {
		type = "lowPassFilter";
		minCutoffFrequency = 150;
		qFactor = 1;
		innerRange = 300;
		range = 2800;
		powerFactor = 32;
	};
	
	class PRP_rifleTailDistanceFilter {
		type = "lowPassFilter";
		minCutoffFrequency = 150;
		qFactor = 1;
		innerRange = 350;
		range = 1800;
		powerFactor = 32;
	};
	
	class PRP_bulletCrackTailDistanceFilter {
		type = "lowPassFilter";
		minCutoffFrequency = 150;
		qFactor = 1;
		innerRange = 50;
		range = 500;
		powerFactor = 32;
	};
	
	class PRP_rifleTailInteriorDistanceFilter {
		type = "lowPassFilter";
		minCutoffFrequency = 150;
		qFactor = 1;
		innerRange = 350;
		range = 1000;
		powerFactor = 32;
	};
};

class CfgSoundCurves {
	class PRP_soundCurve {
		points[] = {{0, 1}, {1.0, 0}};
	};
	
	class PRP_tailSoundCurve {
		points[] = {{0.0, 1}, {0.2, 0.85}, {0.5, 0.36}, {0.8, 0.1}, {1.0, 0}};
	};
	
	class PRP_rifleSoundCurve {
		points[] = {{0.0, 1}, {0.001, 0.92}, {0.005, 0.84}, {0.1, 0.7175}, {0.2, 0.6196}, {0.4, 0.3633}, {0.6, 0.3115}, {0.8, 0.2968}, {0.9, 0.1168}, {1.0, 0}};
	};
	
	class PRP_miniCannonSoundCurve {
		points[] = {{0.0, 1}, {0.001, 0.97}, {0.005, 0.92}, {0.1, 0.7975}, {0.2, 0.6996}, {0.4, 0.4133}, {0.6, 0.3215}, {0.8, 0.2768}, {0.9, 0.1768}, {1.0, 0}};
	};
	
	class PRP_cannonSoundCurve {
		points[] = {{0.0, 1}, {0.001, 0.97}, {0.005, 0.96}, {0.1, 0.8475}, {0.2, 0.7796}, {0.4, 0.6833}, {0.6, 0.4215}, {0.8, 0.2968}, {0.9, 0.2068}, {1.0, 0}};
	};
	
	class PRP_InverseSquareCurve_2 {
		points[] = {{0.0, 1}, {0.05, 0.861}, {0.1, 0.50328}, {0.15, 0.3618}, {0.2, 0.27}, {0.25, 0.207}, {0.3, 0.162}, {0.35, 0.2864}, {0.4, 0.10332}, {0.45, 0.08364}, {0.5, 0.06712}, {0.6, 0.045}, {0.7, 0.02928}, {0.8, 0.018}, {0.9, 0.01}, {1.0, 0}};
	};
};

class CfgSound3DProcessors {
	class PRP_Sniper_crackling_3DProcessingType {
		type = "panner";
		innerRange = 60;
		range = 370;
		rangeCurve[] = {{0, 1}, {370, 0}};
	};
	
	class PRP_exploTailPlaceholder_3DProcessingType {
		type = "panner";
		innerRange = 200;
		range = 1400;
		rangeCurve[] = {{0, 1}, {1400, 0}};
	};
	
	class PRP_exploLayer_small_3DProcessingType {
		type = "panner";
		innerRange = 60;
		range = 570;
		rangeCurve[] = {{0, 1}, {90, 0.98}, {570, 0}};
	};
	
	class PRP_exploLayer_big_3DProcessingType {
		type = "panner";
		innerRange = 250;
		range = 1250;
		rangeCurve[] = {{0, 1}, {250, 0.98}, {1250, 0}};
	};
	
	class PRP_debris_small_3DProcessingType {
		type = "panner";
		innerRange = 15;
		range = 120;
		rangeCurve[] = {{0, 1}, {120, 0}};
	};
	
	class PRP_debris_interior_3DProcessingType {
		type = "panner";
		innerRange = 5;
		range = 30;
		rangeCurve[] = {{0, 1}, {30, 0}};
	};
};

class cfgSoundGlobals {
	defaultDistanceFilter = "PRP_defaultDistanceFilter";
};



Any ideas on why the sound is just not working at all?

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Be sure to include custom ammo in cfgPatches at the top

 

ammo[ ]={"PRP_556_55gr"}

 

 

The config looks correct.  I will say this, I'm having similar issues using custom *.wss and *.ogg files for my sound mod.  

 

The one thing you might want to check is, are you using the most current tools for *.wss and *.ogg conversion?

 

If you figure it out, please post the solution so I might give it a shot to fix my "No Sound" problem

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