Barba-negra 117 Posted April 24, 2018 Good morning to all of you, you have come to ask a question, is there any chance that you can add sounds to a mission and a smile from another location? for example in the description place the following information CfgSounds class { sounds [] = {siren}; class siren { name = "siren"; sound [] = {"C: \ MisAddons \ @Naval \ addons \ ZNV \ sound \ siren.ogg", 1, 1}; titles [] = {0, ""}; }; }; I have my mission in my documents but I would like to read it from another location, so that the mission has less weight, but it has not worked for me, can this be done? Share this post Link to post Share on other sites
Harzach 2507 Posted April 24, 2018 According to the The Wiki, you can define sounds from the root addons folder. Not sure if there's a way to do this with external addons/mods like you would get from Armaholic/Workshop, though. The problem would be portability, as the path might be different for different people depending on where they keep their mods. Share this post Link to post Share on other sites
Barba-negra 117 Posted April 24, 2018 and if a dedicated server is used? where everything is stable in the path of the server folders? Share this post Link to post Share on other sites
Harzach 2507 Posted April 24, 2018 And after a second of thought, the sound should already be defined in the mod config. Maybe I am missing something. Share this post Link to post Share on other sites
Harzach 2507 Posted April 24, 2018 3 minutes ago, elthefrank said: and if a dedicated server is used? where everything is stable in the path of the server folders? Every client will still need the assets. If you are thinking that you'll stream sound files to each client, you might want to think again. Share this post Link to post Share on other sites
Barba-negra 117 Posted April 24, 2018 if indeed all the clients see the mods, but nevertheless I still can not get them to use that location, if I can do it then I would pass the mods to the clients, Share this post Link to post Share on other sites
Barba-negra 117 Posted April 24, 2018 I want to say that first I want it to work, to later pass the mods Share this post Link to post Share on other sites
Barba-negra 117 Posted April 24, 2018 but I still do not know how to do it Share this post Link to post Share on other sites
Harzach 2507 Posted April 24, 2018 8 minutes ago, elthefrank said: if indeed all the clients see the mods, but nevertheless I still can not get them to use that location, if I can do it then I would pass the mods to the clients, I'm not sure what you mean. If the mission requires certain mods, then any client will need to have those mods loaded. Similarly, any sounds that a client needs to hear must be present on the client PC, either in a local mod or in the mission file. If it's in a mod, it will already be defined there, so you can simply call it as needed. Share this post Link to post Share on other sites
Barba-negra 117 Posted April 24, 2018 and what would you call it? because the way I'm calling it has not worked Share this post Link to post Share on other sites
Harzach 2507 Posted April 24, 2018 I would find out how the sound is defined and call it as needed (say/say3D/playSound/playSound3D/etc.) How are you trying to call it? Also, what addon is it you are trying to use sounds from? Share this post Link to post Share on other sites
HazJ 1288 Posted April 24, 2018 Examples on Wiki. https://community.bistudio.com/wiki/Description.ext#CfgSounds One for mission and one for external mod folder. Quote NOTE: Since Arma 3 v1.49.131710 it is possible to define AddOn sounds in mission config. In order to make engine look for the sound in AddOn, the sound path must start with @ (instead of \) for example: 1 Share this post Link to post Share on other sites
Harzach 2507 Posted April 24, 2018 Linked in my first reply, HazJ ;) 1 1 Share this post Link to post Share on other sites
Barba-negra 117 Posted April 25, 2018 excellent boys then if you can this is excellent, thanks for helping guys, I will start doing, this will greatly reduce the weight of the mission, since it has many sounds Share this post Link to post Share on other sites
Barba-negra 117 Posted April 25, 2018 However, there is something I do not understand where visionMode says, is that a sound or an addon? because it does not specify what kind of sound it is if it is ogg or other? class CfgSounds { sounds[] = {}; class addonsound1 { name = "sound from addon"; // start path to sound file in AddOn with @ sound[] = { "@a3\Ui_F_Curator\Data\Sound\CfgSound\visionMode", 0.8, 1, 100 }; titles[] = { 0, "" }; }; }; Share this post Link to post Share on other sites
diwako 400 Posted April 25, 2018 Arma vanilla uses .wss files, so every time you see a path without any file ending you can slap a ".wss" behind it. It also is possible to go into config viewer and copy paste the sound path from the sound you want and then edit it with the @a3 annotation. 1 Share this post Link to post Share on other sites
Barba-negra 117 Posted April 25, 2018 thanks mate, thanks guys, I'll try to do it Share this post Link to post Share on other sites
HazJ 1288 Posted April 25, 2018 13 hours ago, Harzach said: Linked in my first reply, HazJ ;) LIES!!! I WAS FIRST!!! 2 Share this post Link to post Share on other sites