starstreams 0 Posted September 3, 2004 I’m having trouble finding this: I’m looking for some kind of add on where like in real war, every so often you here the sounds of communications across the radio. Not one voice but many different voices talking across the radio. Do you know what I’m mean? Like in movies you always here a bunch different signals quietly coming across the radio with an almost scrambled sound like there is a lot of stuff going on in the back ground over the radio. But it needs to be very quiet like more of a back ground ambient sound. I’m looking for an add on where I can hear this radio come in and out every once in awhile during the game to give it a more real sound but I have not found any packs that have this? Share this post Link to post Share on other sites
hellfish6 7 Posted September 3, 2004 I think this would be more appropriate in Mission Editing. Share this post Link to post Share on other sites
starstreams 0 Posted September 3, 2004 Why would you move this to Mission editing? I'm looking for an add-on, I posted it in the add-on section. It seems it could go in both places. It's bee awhile since i've been here maby your right. anyway thanks for moving it then! Share this post Link to post Share on other sites
ebud 18 Posted September 3, 2004 here are A1 Skyraider missions recorded in RA format. Look around and you can find ways to convert them. Very interesting listening even if you don't end up using them. And as it would be background "noise" the time era should still work. Hope it helps. http://skyraider.org/skyassn/index.htm Share this post Link to post Share on other sites
BoweryBaker 0 Posted September 3, 2004 I did the effect in my campaign. Please message me for info on how. Share this post Link to post Share on other sites
somebloke 0 Posted September 3, 2004 have a muck about of Sound Dogs for the radio sounds. Share this post Link to post Share on other sites
BoweryBaker 0 Posted September 3, 2004 ill help this guy on a personal level on how to fix this problem in case any of you are curious. you just basically get a sound you want to do. A trigger will determine on what condition the thing plays. then in the on activation field you put objectname say "nameofthefile". Make sure that the file is defined in the description.ext as a sound file, that the sound is mono and not stereo, and also that the sound is located in the mission under a folder named sound. Here's an example: class CfgSounds { sounds[] = { goingin, Radio3 }; class goingin { name = "goingin"; sound[] = {"goingin.ogg", db-20, 1.0}; titles[] = { 0, }; }; class Radio3 { name = "Radio3"; sound[] = {"Radio3.ogg", db-20, 1.0}; titles[] = { 0, }; }; Now that i have that in my description.ext, if i want, i can friggin have those sounds playing from any object in the game. Good luck and happy mission editing. Share this post Link to post Share on other sites
theavonlady 2 Posted September 3, 2004 have a muck about of <a href="www.sounddogs.com" target="_blank">Sound Dogs</a> for the radio sounds. Corrected link: Sound Dogs. Share this post Link to post Share on other sites
-=BT=- Matty R 0 Posted September 3, 2004 i have the perfect radio chatter exalclty what your looking for but i lost it when i formatted my computer Share this post Link to post Share on other sites
starstreams 0 Posted September 4, 2004 @theavonlady Thanks but thouse are wave files at that link, I don't know what to do with them not to mention how to make them sounds come in and out at different points in time as stated above. Thanks BoweryBaker, I’ll try this: there is one thing however. I have a bunch of wave files; I’m not sure where they need to be put? Or do they need to be converted? I have the dharberts OFP Enhanced Audio Pack v1.1, this consists of all wave files which I don't know what to do with? also, I have the Dynamic range pack with comes with one .pbo file and I diden't see anything new in the editor even after I put that in the add ons folder. There wasn't even a readme file. Share this post Link to post Share on other sites
starstreams 0 Posted September 4, 2004 Look, if someone could just explain how to convert a sound that is usable as an ambient sound effect usually located in a trigger I will make my own background repeating sound which can be inserted into the level in the Music category. I will be happy to shear it. I have a lot of experience in sound recording, however I’m not sure what is involved as far as getting custom sounds to show up in the Trigger/Effects menu? Can anyone assist? I really don’t see why I need to do all this fancy scripting stuff for what I’m trying to do. All I want to do it import a 5 min sound file that will play as music in the background Looped. However rather then music it will play my own custom war sounds which I can easily make with Logic Audio which is a recording program I use Share this post Link to post Share on other sites
cobra@pulse 0 Posted September 4, 2004 You need to convert it into .ogg files, have a search for sound convertor or music convertor and you can get a link for it. Someone will be able to help you from then as i'm busy at the moment. Share this post Link to post Share on other sites
MilitiaSniper 0 Posted September 4, 2004 After you convert the .wavs into .ogg. Use, Chris's OFP Script Editor. Here is that link for that: Chris's OFP Script Editor Not only will this make it easy for you. But it will also show you how to do it. Sincerely, MilitiaSniper "OFF the WALL Team" Â Â Â Share this post Link to post Share on other sites
starstreams 0 Posted September 4, 2004 I’ll give this a shot MilitiaSniper, Thanks! What I did last night was, I uncompressed the Music.pbo file located in the DTA folder and then I put my .ogg in there, then recompressed it with DePBO.exe ( I backed up the original Music.pbo by the way) Anyway it never showed up in the trigger under the FX music buttons. there is some type of file called STRINGTABLE.CSV located in the .bin folder that references the track names in the list in the trigger but this STRINGTABLE.CSV file is an exel file and I have no idea what to do with it. I’ll try Chris's OFP Script Editor; maybe I’m missing a step. If I get this to work I’m going to host it, these radio sounds are amazing and I can edited them in Logic Audio. I was actually playing the sound clip in win-Amp while playing OFP and it made the game seems so real. Share this post Link to post Share on other sites
starstreams 0 Posted September 4, 2004 That Description wizard is not working. The name doses show up in the list however there is no sound and I tested this .ogg file. I have (repeat) and activation by (West) The problem is, the wizard says to make sure the .ogg file is located in the Mission/Music folder or Sound folder if that’s what you’re using. Number one there is no folder that just says mission, all the mission folders end in (s) as in Missions. So now this brings up the question if I’m even putting the fle in the correct missions folder given there are 3 of them under the user sub menus. All I’m trying to do is insert a sound into the main .Music.pbo file and have it show up as an ambient add-in. to my knowledge the description text file is usually for complying missions right? See the defult ambient sounds that are in the triggers you can preview from the editor. Either way I still have not gotten the sound to play and the help menu in that scrip editor program is very limited. Doses anyone know what mission folder the .ogg sound file needs to be in exactly? Can someone post a path because I can’t see why these is getting sos complicated? These is gong to be one of them things I spend my whole week end working on and still getting nothing to work. All I want to do is make a bad ass sound file and I'll be glad to host it and shear with everyone if I can only get it to work. Share this post Link to post Share on other sites
BoweryBaker 0 Posted September 4, 2004 Go back to my previous post. It shows you exactly what to do. No mistakes in my post there, i double checked it all it requires is that you do it and your task is done. The extra work you've done so far is not as efficient as my way, and my way is the way that everyone else does the same thing. Go ahead and try the regular convention of converting the sound, then going back to my previous post and starting from there, it outlines exactly what to do step by step. There should be no problems or confusion from this period on. If anything goes wrong AFTER YOU AT LEAST TRY the regular way, then i will help you. Share this post Link to post Share on other sites
starstreams 0 Posted September 4, 2004 Sorry Bowery but I'm missing something. I get the trigger part but then you say to put a name in the on activation field, but in the activation filed of what?  The trigger?  Or what object? A car or building? I’m getting an error when I add a name in the on-activation filed of the trigger that says sometimes like “Error expected Any Type Nothing†I mean I’ve got a mono .ogg file it’s in the Music folder C:\Program Files\Codemasters\OperationFlashpoint\Users\Michael \missions\TwoIsland.noe\Music I’m sorry I know your trying to help but you kind of have to talk to me as though I know noting about this stuff. Either way I appreciate the help. Share this post Link to post Share on other sites
starstreams 0 Posted September 4, 2004 Ok, this is crazy, Now it's working perfectly. But I didn’t add any thing in the On Activation field nor did I use your scrip, I used that Chris Editor thing. I have the trigger set to repeat and it is activated by the West, the condition set to this, the default Why is it working now? Share this post Link to post Share on other sites
BoweryBaker 0 Posted September 5, 2004 it works now because chris ofp editor is a good thing. thats all i know. stick with it. i hope you find out why it works now some day. Share this post Link to post Share on other sites
MilitiaSniper 0 Posted September 5, 2004 Ok! I'm ganna explain it really easy. I think? I can't sleep. Stupid, Hurricane Frances is suspose to hit my area tonight. It's a wuss hurricane. Anyways... Open your user name mission folder. Then open your mission folder. (Whatever you are calling the mission. (For me it would be, "BEER RUN.") Next make a folder called, Music. (If it's music you want to play.) If not call the folder Sounds. (For sounds.) Next... Put your .ogg files in your new folder you just created. Next go to Chris's Script Editor. Open it up. Click on the Discription Wizard. Click on the Custom Music or Custom Sounds. (Whichever you want to play.) Browse for the .ogg files that you stuck in the new folder you just created. Then highlight the file and hit open. Then click on, "Add." IF! You want more .ogg files to be in your mission. Browse for them in that Music or Sounds folder you created. After you have all the .ogg files you want. Click on, "Create In Editor" button located at the bottom right. Next go to file and click on, "Save As." Then locate the user name mission/mission name folder. Save it there. (For me. It would be saved in, "BEER RUN!" folder. Now go into your game. Place a trigger or a waypoint. However you want it to start. Now go to Effects. If it's music click on the Music section. Scroll all the way down. Until you located your music or whatever you want played. And that's it! See Simple!!! Â (Once you learn how to do it.) Some people can't explain things good! I hope I did well. "BECAUSE THERE'S GONNA BE A TEST TOMORROW!" So bring your #2 pencil!" Â LOL! Seriously... This is the simplest way to explain it. And Chris's OFP Script Editor is the best. And it teaches you how to do all of this. When clicking on help. Under the section you are working on. Need anymore help. Just email me:otwt@bellsouth.net Sincerely, MilitiaSniper "OFF the WALL Team" Â Â Â Share this post Link to post Share on other sites
starstreams 0 Posted September 5, 2004 Thanks militia but like I said I figured it out last night, either way thanks for the effort it’s always good to here things from different people in different ways. And thanks to you BoweryBaker, I like your method also because of how you can assign things to objects in the game. The only thing is I’m still not clear on how you assign a sound to objects such as houses and cars as I believe you were trying to explain? That would be cool for when the player comes up on or walks by something and the radio goose off. But again, I wasn’t sure where you meant to put the name? And what really sets it off do you have to touch the house or car, or if it being a car do you need to get in it and drive it? This is where you lost me. By the way, I’m not totally happy with the sound file just yet, but I’ve got a rough idea of what I’m going for. I will be happy to email the .ogg file to anyone interested to hear what I’ve got so far, but again there are parts I need to edit out and clean up. Share this post Link to post Share on other sites
MilitiaSniper 0 Posted September 5, 2004 I've got a wave editor program. Send me what you got. And I''ll take a look at what you got. Sincerely, MilitiaSniper "OFF the WALL Team" Â Â otwt@bellsouth.net Share this post Link to post Share on other sites
starstreams 0 Posted September 6, 2004 I emailed the .ogg file to you, did you get it? I also have the wave file and description file if you need that. the only funny thing is, it plays fine in the game and it dose repeat a few times, meaning the sound file doses play over and over. However it only repeats a few times and then you don't here it anymore so that’s another issues I need to deal with but I'm guessing it's in the trigger settings. Share this post Link to post Share on other sites
General Barron 0 Posted September 8, 2004 If you want to make your own "ambient" sound like the ones in the trigger menu, you need to do this: Make a file called description.ext, and put this in it: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgEnvSounds { sounds[]={jungleAmbience}; class jungleAmbience { name="Jungle Ambience"; //name displayed in trigger's effects menu sound[]={"jungleAmbience.ogg",db-20,0,1}; //day sound soundNight[]={"jungleAmbience.ogg",db-40,0,1}; //night sound }; }; Now just replace "jungle ambience" with your own name and soundfile (look at the comments in the stuff above). Now make a folder called "sound" in your mission, and put your sound file in there. You should be able to use your own ambience in a trigger now; it will play the sound over and over in a loop. The sound file itself can be stereo, and it can be .wav, .ogg, or .wss. Wav is way to big, so you should use ogg or wss. To convert to ogg, try the program DBpoweramp. Just google it and you'll find it. To convert to wss, grab this program here. Wss is the format recommended by BIS, but ogg is more commonly used, because you can customise the quality of the sound (more or less compression). Share this post Link to post Share on other sites
Sgt. Jones 0 Posted September 8, 2004 I haven't been able to get this to work tonight , but it might give some great recordings to make into radio chatter for OFP. The website is a shortwave radio transmission of military radio traffic in Iraq. It says that it may be overloaded with listeners though.... VirtualTuner - Live Military Radio From Iraq Share this post Link to post Share on other sites