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wizzywig

Stupid sound question

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hi just adding some sounds to my launcher and missile i im getting a problem as im useing playsound "Sound name" just wondering how i get it so that the sound is not global and is used only in that addon

so it can not be heard from othere side of map

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Use

_yourunit say "soundclass"

instead of playsound. Say is always bound to an object and will be only heard in a radius depending on loudness defined in your sound class.

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ok i tryed that but i dont get any sound now

my config looks like this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgSounds

{

class wizchoke

{

name="wizchoke";

sound[]={"\Tom\Sounds\choke.ogg",db+10,1};

titles[]={};

};

class tomlaunch

{

name="tomlaunch";

sound[]={"\Tom\Sounds\launch.ogg",db+10,1};

titles[]={};

};

class tomcover

{

name="tomcover";

sound[]={"\Tom\Sounds\cover.ogg",db+10,1};

titles[]={};

};

class tompod

{

name="tompod";

sound[]={"\Tom\Sounds\pod.ogg",db+10,1};

titles[]={};

};

class tompis

{

name="tompis";

sound[]={"\Tom\Sounds\pis.ogg",db+10,1};

titles[]={};

};

};

and the script using it looks like this

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_truck = _this select 0

_truck setfuel 0

_truck say "tomcover"

_truck animate ["Rightc", 1];

_truck animate ["Leftc", 1];

_truck animate ["coverb", 1];

~3.2

_truck say "tompod"

_truck animate ["pod", 1];

_truck say "tompis"

_truck animate ["piston", 1]

~8

[_truck] exec "\GLCMtubes\system.sqs"

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Only thing i can see that is wrong (if i'm not wrong tounge_o.gif ) is your sound class:

class wizchoke

{

name="wizchoke";

sound[]={\Tom\Sounds\choke.ogg,db+10,1};

titles[]={};

Though you didn't need the " in your sound[]={\addonsound path.ogg,db+10,1};

Well, that is how i cfg my sounds and they work. Hope it works for you.

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sounds work with playsound but thats global

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thanks we are getting textures done as we speak im just adding some sound effects to the launcher and othere stuff like the rocket and exsplosion

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still not fixed any one wanna take a look at the config and sound file please pm me

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class CfgSounds

{

sounds[] = { "wizchoke", "tomlaunch", ... };

class wizchoke

{

......

};

I don't know, whether it will work then, but I define the sounds[]-array in CfgSounds. Either I can't help you. You always can check the distance between the player and the launcher, and decide on this whether to play the sound or not.

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ok i tryed it and got no error but still dont work

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ok just i case you see a problem

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> #define TEast 0

#define TWest 1

#define TGuerrila 2

#define TCivilian 3

#define TSideUnknown 4

#define TEnemy 5

#define TFriendly 6

#define TLogic 7

#define true 1

#define false 0

#define private 0

#define protected 1

#define public 2

#define WeaponNoSlot 0

#define WeaponSlotPrimary 1

#define WeaponSlotSecondary 16

#define WeaponSlotItem 256

#define WeaponSlotBinocular 4096

#define WeaponHardMounted 65536

class CfgModels

{

class Default{};

class Vehicle: Default {};

class Tomahawkwiz: Vehicle

{

sections[]={""};

sectionsInherit="";

};

};

class CfgPatches

{

class Tomahawkwiz

{

units[] = {"Tomahawkwiz"};

weapons[] = {};

requiredAddons[] = {};

requiredVersion = 1.96;

};

class SoldierEdeath

{

units[] = {SoldierEdeath};

weapons[] = {};

requiredVersion = 1.75;};

};

class CfgVehicles

{

class All {};

class Static: All {};

class Building: Static {};

class Strategic: Building {};

class Target: Strategic {};

class Dummy: Target

{

scope=2;

destrType="DestructTree";

side=0;

icon="Unknown_object";

model="\Tom\dummy.p3d";

accuracy=0.200000;

cost=0;

armor=10;

};

class AllVehicles:All{};

class Land : AllVehicles {};

class Man : Land {};

class Soldier : Man {};

class SoldierEB : Soldier {};

class SoldierESaboteur : SoldierEB{};

class SoldierEdeath: SoldierESaboteur

{

scope=2;

displayName="Spetsnaz death";

weapons[]={"AK74SU","NVGoggles","Binocular","Throw","Put"};

magazines[]={"AK74","AK74","AK74","AK74","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"};

};

class Air {};

class Plane: Air {};

class A10: Plane {};

class Tomahawkwiz : A10

{

vehicleclass="wiz";

crew="SoldierEdeath";

scope=2;

side=0;

displayName="Tomahawk";

nameSound="plane";

accuracy=0.300000;

maxSpeed=900;

ejectSpeed[]={0,0,0};

armor=25;

cost=50000;

model="\TOM\tom.p3d";

weapons[]={};

magazines[]={};

fov=0.500000;

landingAoa="7*3.1415/180";

driverAction="ManActCessnaPilot";

transportSoldier=0;

threat[]={0.100000,1,0.700000};

aileronSensitivity=0.30000;

elevatorSensitivity=0.300000;

soundEngine[]={\tom\Sounds\tuboprop.ogg,db+15,1};

noseDownCoef=0.30000;

irScanRange=0;

irScanGround=0;

animated=1

class Animations

{

class finFR

{

type="rotation";

animPeriod=4

selection="finFR";

axis="osa_finFR";

angle0=0;

angle1=-1.4;

};

class finFL

{

type="rotation";

animPeriod=3;

selection="finFL";

axis="osa_finFL";

angle0=0;

angle1=-1.4;

};

class finBT

{

type="rotation";

animPeriod=3;

selection="finBT";

axis="osa_finBT";

angle0=0;

angle1=-1;

};

class finBB

{

type="rotation";

animPeriod=3;

selection="finBB";

axis="osa_finBB";

angle0=0;

angle1=-1;

};

class finBL

{

type="rotation";

animPeriod=3;

selection="finBL";

axis="osa_finBL";

angle0=0;

angle1=-1;

};

class finBR

{

type="rotation";

animPeriod=3;

selection="finBR";

axis="osa_finBR";

angle0=0;

angle1=-1;

};

};

class Viewoptics

{

initAngleX=0

minAngleX=0

maxAngleX=0

initAngleY=0

minAngleY=0

maxAngleY=0

initFov=0.300000;

minFov=0.050000;

maxFov=1.200000;

};

};

};

class CfgSounds

{

sounds[] = { "wizchoke", "tomlaunch","tomcover","tompod","tompis"};

class wizchoke

{

name="wizchoke";

sound[]={\Tom\Sounds\choke.ogg,db+60,1};

titles[]={};

};

class tomlaunch

{

name="tomlaunch";

sound[]={\Tom\Sounds\launch.ogg,db+60,1};

titles[]={};

};

class tomcover

{

name="tomcover";

sound[]={\Tom\Sounds\cover.ogg,db+60,1};

titles[]={};

};

class tompod

{

name="tompod";

sound[]={\Tom\Sounds\pod.ogg,db+60,1};

titles[]={};

};

class tompis

{

name="tompis";

sound[]={\Tom\Sounds\pis.ogg,db+60,1};

titles[]={};

};

};

and the script that should run it looks like

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_truck = _this select 0

_truck setfuel 0

_truck say "tomcover"

_truck animate ["Rightc", 1];

_truck animate ["Leftc", 1];

_truck animate ["coverb", 1];

~3.2

_truck say "tompod"

_truck animate ["pod", 1];

_truck say "tompis"

_truck animate ["piston", 1]

~8

[_truck] exec "\GLCMtubes\system.sqs"

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still have the same problem any help please

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Sorry I'm not a good config writer otherwise I would help you.

But do you still need a texturer?

Maybe I could help you.

What does the 1 after the db+60 mean?

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hm, that´s really strange.

i looked at a config i wrote for an addon, and except that i put the file path in hyphans it´s all the same and it works...

class CfgSounds

{

sounds[]={DX_CutWireSnd};

class DX_CutWireSnd

{

sound[]={"\DX_wire\snd\cutwire",1,1};

name = "DX_CutWireSnd";

titles[] = { };

};

};

in the script i use _unit say "DX_CutWireSnd".

on the other hand i use a wss file instead of ogg...

but that doesnt seem to be the problem since playsound works for you...

maybe try to code your sound declaration like i did and try again. i am pretty sure this shouldn´t be the matter, but who knows...

tounge_o.gif

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hm, that´s really strange.

i looked at a config i wrote for an addon, and except that i put the file path in hyphans it´s all the same and it works...

class CfgSounds

{

sounds[]={DX_CutWireSnd};

class DX_CutWireSnd

{

sound[]={"\DX_wire\snd\cutwire",1,1};

name = "DX_CutWireSnd";

titles[] = { };

};

};

in the script i use _unit say "DX_CutWireSnd".

on the other hand i use a wss file instead of ogg...

but that doesnt seem to be the problem since playsound works for you...

maybe try to code your sound declaration like i did and try again. i am pretty sure this shouldn´t be the matter, but who knows...

tounge_o.gif

ok i used wss files this fixed it thanks

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