Cam51 0 Posted March 28, 2005 I have some sounds that I'd like to create into ambient sounds for a mission. I have tried the regualr way of placing them in a mission/sound folder, but these sounds are not ambient (ie: sounds that get quieter the further you get from the source) The sound files are in ogg format. I'd like to have these sounds in the Mission Editor/Empty/Sound. The soun files are named: Siren.ogg Reveil.ogg 14taps.ogg ALSO, if there is anyother way to do this without requiring it to be an addon, I would prefer that way instead. So the people can just download the mission and not an extra file on the side. Ty Share this post Link to post Share on other sites
Guest The Cobra Posted March 28, 2005 Make a folder in your mission folder, name it Music. Into your description.ext (if you don't have one, create one) in your mission folder, put in the following. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgMusic { tracks[]= { music1, music2, music3 }; class music1 { name = "siren"; sound[] = {\music\siren.ogg, db+0, 1.0}; }; class music2 { name = "reveil"; sound[] = {\reveil\reveil.ogg, db+0, 1.0}; }; class music3 { name = "14taps"; sound[] = {\music\14taps.ogg, db+0, 1.0}; }; } Found it in Mission Editing FAQ. The codesample is written by iNeo Share this post Link to post Share on other sites
Cam51 0 Posted March 28, 2005 I tried that, and the sounds worked, but not like I want them too. The sounds played directly threw my speakers. Like music does in OFP. There was no directional value about them. No matter what way you look or how far you ran, the sounds remained the same volume. Hope that clears it up a little Share this post Link to post Share on other sites
Guest The Cobra Posted March 28, 2005 I edited my post... Now? Try making a folder, name it music. Have all music in it. Make a trigger. On activation you wright some kind of command that gets the music from the musicfolder in your mission folder... Share this post Link to post Share on other sites
Cam51 0 Posted March 28, 2005 Check post above ^. Ive done that but its not what Im looking for. Its classed as music, which is not ambient. Share this post Link to post Share on other sites
Guest The Cobra Posted March 28, 2005 "class CfgAmbient"? Share this post Link to post Share on other sites
Cam51 0 Posted March 28, 2005 Doesn't work The files don't show up in the "sounds" list in a trigger. you had an error in your snippet-> sound[] = {\reveil\reveil.ogg, db+0, 1.0}; I changed it and it still wont work. This is with CfgAmbient instead of music Share this post Link to post Share on other sites
Guest The Cobra Posted March 29, 2005 Ask a mod.. Like an "OF Developer". They should now... Or else, just un-pbo the sound.pbo-file, track down the ambient sounds and start from there Well anyway, hope you'll get it working. Share this post Link to post Share on other sites
Blanco 0 Posted March 29, 2005 Use the cfgSound class, Put this in your description.ext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgSounds { sounds[] = { sirene,reveil, 14taps}; class sirene { name = "siren";sound[] = {"siren.ogg", db-0, 1.0}; titles[] = {0, $STRM_siren};}; class reveil { name = "reveil";sound[] = {"reveil.ogg", db-0, 1.0}; titles[] = {0, $STRM_reveil};}; class 14taps { name = "h14taps";sound[] = {"14taps.ogg", db-0, 1.0}; titles[] = {0, $STRM_14taps};}; Then place a gamelogic, name it and play the sound via the say command Like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Logicname say "reveil" If this doesn't work either, there is probably something wrong with your sound format Read Bloodmixers soundtutorial Share this post Link to post Share on other sites
Cam51 0 Posted March 29, 2005 Use the cfgSound class, Put this in your description.ext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class cfgSounds { sounds[] = { sirene,reveil, 14taps}; class sirene { name = "siren";sound[] = {"siren.ogg", db-0, 1.0}; titles[] = {0, $STRM_siren};}; class reveil { name = "reveil";sound[] = {"reveil.ogg", db-0, 1.0}; titles[] = {0, $STRM_reveil};}; class 14taps { name = "h14taps";sound[] = {"14taps.ogg", db-0, 1.0}; titles[] = {0, $STRM_14taps};}; Then place a gamelogic, name it and play the sound via the say command Like <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> Logicname say "reveil" If this doesn't work either, there is probably something wrong with your sound format Read Bloodmixers soundtutorial I love you man! It worked!!! Here is a break down of how I did it so if anyone else is trying to get it to work. Make a folder in your missions folder called "sound" Place .ogg files in the "sound" folder. Create a empty text document, and copy and paste this in it: Quote[/b] ]class cfgSounds{ sounds[] = { sirene, reveil, 14taps}; class siren { name = "siren";sound[] = {"siren.ogg", db-0, 1.0}; titles[] = {0, $STRM_siren};}; class reveil { name = "reveil";sound[] = {"reveil.ogg", db-0, 1.0}; titles[] = {0, $STRM_reveil};}; class 14taps { name = "14taps";sound[] = {"14taps.ogg", db-0, 1.0}; titles[] = {0, $STRM_14taps};}; Now just change the all the words: siren, reveil, and 14taps, to whatever your sound files are called. Save, and close the text document. Now change it to a .ext format instead of a .txt Now open your game and load the mission, place a gamelogic on the map and name it "newsound". Now make a trigger, on activation put this: newsound say "*whateveryouwant" = the name of you new sounds. Thats it. Thanks a lot Blanco, you saved me a bunch of time. Share this post Link to post Share on other sites
Lister 0 Posted April 9, 2005 i test it and it dont work =( i make a sound folder in the folder from my mission put my born.ogg file in (make with wavesurfer)and do in the mission folder (not in sound folder) the DESCRIPTION.ext file with this: class cfgSounds { sounds[] = { born}; class born { name = "born";sound[] = {"born.ogg", db-0, 1.0}; titles[] = {0, $STRM_born};}; and save that file. than i make in my mission a trigger with gamelogic named sound and a other trigger. in activation i wrotte: sound say "born" i place both on the same place and start the mission and runn in to both triggers but nothing happens what i do wrong? thank you for help Share this post Link to post Share on other sites
Cam51 0 Posted April 9, 2005 and save that file. than i make in my mission a trigger with gamelogic named sound and a other trigger. in activation i wrotte: sound say "born"i place both on the same place and start the mission and runn in to both triggers but nothing happens Did you get the gamelogic from "units/gamelogic/objects"? Share this post Link to post Share on other sites
Lister 0 Posted April 10, 2005 no a i think thats my misstake i test it wait =) ok i get now the gamelogic from units/objects/gamelogic but dont work =( i think i must send anyone that map im to stupid =( Share this post Link to post Share on other sites
Lister 0 Posted April 12, 2005 can anyone help me pls? Share this post Link to post Share on other sites
Cam51 0 Posted April 12, 2005 you can send it to me... i'll check it out for ya. Share this post Link to post Share on other sites