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Adding .ogg files to PBO and working with them in scripts

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I want to add my own .ogg files to the addon. What do I need to add to config.cpp so that arma 3 addon builder will pack the necessary files into a pbo file?

 

I tried creating CfgSounds class with array of specified files, but compiler ignores .ogg file specified in array, although I've enabled it in compiler options to include .ogg files in packaging. At least I don't see in logs that this file is processed.

 

The files are in the root of the Addons\myAddon\audio folder.

How can I play them later with the script? How would this work?

_soundPath = "audio\file.ogg";
playSound [_soundPath, true];

 

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Hello,

hope i can help, no expert here but i did build a mod with some help, this is part of my config.cpp file for my mod

I bolded some areas you may need to add or use, there are parts of the cpp i left out.

 

Also i didn't use addon builder to build my mod, just notepad++ and pbomanager, addon builder last i used it couple yrs ago

is finicky if thats the word, its "particular" to certain things, imo it was a headache when i first used it, might be different now with past updates, idk

but i dont use it myself for anything dealing with mods i work/ed on.

 

Spoiler

class CfgPatches
{
    class GS_ju87
    {
        name = "GS_ju87";
        author = "Vengen";
        units[] =
        {
            "GS_ju87_rudel_gunpods",
            "GS_ju87_grey_gunpods",
            "GS_ju87_grey_siren",
            "GS_ju87_base_siren"

        };
        weapons[] = {};
        requiredVersion = 0.1;
        requiredAddons[] = {};
    };
};
class cfgSounds
{
    class stuka_siren
    {
        name = "ju87_siren";
        sound[] = {"GS_ju87\sounds\stuka_siren.wav", db+27, 1.0};
        titles[] = {};
    };
};

 

class CBA_Extended_EventHandlers_base;
class CfgVehicles
{
    class sab_sw_ju87_2;
    class sab_sw_ju87;


///SIREN
    class GS_ju87_grey_siren: sab_sw_ju87
    {
        author = "Gunter Severloh";
        side = 1;
        scope = 2;
        scopeCurator = 2;
        displayName = "Ju87 Stuka (Grau/Siren)";
        tf_hasLRradio = 1;
        tf_encryptionCode = "tf_west_radio_code";
        tf_isolatedAmount = 0.3;
        tf_range = 2000;
        class EventHandlers
        {
            init = "(_this select 0) execVM 'GS_ju87\stuka_siren_init.sqf'";
            class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base
            {
            };
        };
        hiddenSelectionsMaterials[] =
        {
            "GS_ju87\data\materials\ju87.rvmat"
        };
        hiddenSelections[]=
        {
            "camo1"
        };
        hiddenSelectionsTextures[]=
        {
            "GS_ju87\data\grey\ju87_grey_co.paa"
        };
    };
    class GS_ju87_base_siren: sab_sw_ju87
    {
        author = "Gunter Severloh";
        side = 1;
        scope = 2;
        scopeCurator = 2;
        displayName = "Ju87 Stuka (Base/Siren)";
        tf_hasLRradio = 1;
        tf_encryptionCode = "tf_west_radio_code";
        tf_isolatedAmount = 0.3;
        tf_range = 2000;
        class EventHandlers
        {
            init = "(_this select 0) execVM 'GS_ju87\stuka_siren_init.sqf'";
            class CBA_Extended_EventHandlers: CBA_Extended_EventHandlers_base
            {
            };
        };
    };
};

Can i see your entire mod structure, all folders and files as you have it? Then i can get a better idea on what the issue might be.

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The source code of the mod is in the folder

\Arma 3\Addons\myAddon

config.cpp
/functions
/audio

In the /functions folder there is a script which is called automatically

fn_someScript.sqf

In the /audio folder there is a file white_noise.ogg which I need to compress into a pbo and call it with the script from the game.

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I would change that .ogg to wav i had no issues with wav files, and use pbomanager.

Post your config.cpp and the script.

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