Silverguy82 0 Posted April 19, 2007 Hello everyone... I'am making a map right now and I want to do some voice overs (people talking) while music is also playing. In order to do this I needed to put the people talking in folder called sounds and then the music of course in the music folder. The problem is that when the trigger is activated I get this message about the sound folder http://s24.photobucket.com/albums....ror.jpg if you press enter the error message goes away and the voices will still play. It will only play when it is on the anonymous section of the trigger and not voice. But what I would really like is for the voices to play automatically without the players in game having to worry about hitting enter to play the voices. currently this is how the description.ext file looks inside... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Respawn = "GROUP"; RespawnDelay = 15; onLoadMission="On A Nato Base, Somewhere in Afghanistan..." class Cfgsounds { Â tracks[]={voiceover, Target Down, Para-Proceeding, Para-TargetDown, Â Para-SectorClear2}; Â class Theory1 Â { Â Â Â name = "voiceover"; Â Â Â sound[] = {\sounds\voiceover.ogg, db+30, 1.0}; Â }; Â class Theory2 Â { Â Â Â name = "TargetDown"; Â Â Â sound[] = {\sounds\TargetDown.ogg, db+0, 1.0}; Â }; Â class Theory3 Â { Â Â Â name = "Para-Proceeding"; Â Â Â sound[] = {\sounds\proceeding.ogg, db+30, 1.0}; Â }; Â class Theory4 Â { Â Â Â name = "Para-Target Down"; Â Â Â sound[] = {\sounds\targetdestroyed.ogg, db+0, 1.0}; Â }; Â class Theory5 Â { Â Â Â name = "Para-SectorClear2"; Â Â Â sound[] = {\sounds\sector2clear.ogg, db+0, 1.0}; Â }; }; class CfgMusic { Â tracks[]={Barra, Bakara, TheSuck}; Â class Music1 Â { Â Â Â name = "Barra"; Â Â Â sound[] = {\music\Barra.ogg, db+0, 1.0}; Â }; Â class Music2 Â { Â Â Â name = "Bakara"; Â Â Â sound[] = {\music\Bakara.ogg, db+0, 1.0}; Â }; Â class Music3 Â { Â Â Â name = "The Suck"; Â Â Â sound[] = {\music\TheSuck.ogg, db+0, 1.0}; Â }; Â }; can anyone see why the game decides to give me a error when playing the voiceover.ogg file? Thanks. Share this post Link to post Share on other sites
sanctuary 19 Posted April 20, 2007 Try this instead of your description.ext <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Respawn = "GROUP"; RespawnDelay = 15; onLoadMission="On A Nato Base, Somewhere in Afghanistan..." class Cfgsounds { sounds[]={voiceover,TargetDown,Para-Proceeding,Para-TargetDown,Para-SectorClear2}; class voiceover { name = "voiceover"; sound[] = {voiceover.ogg, db+30, 1.0}; }; class TargetDown { name = "TargetDown"; sound[] = {TargetDown.ogg, db+0, 1.0}; }; class Para-Proceeding { name = "Para-Proceeding"; sound[] = {proceeding.ogg, db+30, 1.0}; }; class Para-TargetDown { name = "Para-Target Down"; sound[] = {targetdestroyed.ogg, db+0, 1.0}; }; class Para-SectorClear2 { name = "Para-SectorClear2"; sound[] = {sector2clear.ogg, db+0, 1.0}; }; }; class CfgMusic { tracks[]={Barra,Bakara,TheSuck}; class Barra { name = "Barra"; sound[] = {\music\Barra.ogg, db+0, 1.0}; }; class Bakara { name = "Bakara"; sound[] = {\music\Bakara.ogg, db+0, 1.0}; }; class TheSuck { name = "The Suck"; sound[] = {\music\TheSuck.ogg, db+0, 1.0}; }; }; And the folder " sounds " you have in your mission, rename it to " sound ", without the S in the end. Share this post Link to post Share on other sites
Silverguy82 0 Posted April 20, 2007 I tried this and it actually produced a worse error if you can believe it or not... I tried to open up the map in the editor and ofp closed and booted back to Windows with this error message.... http://s24.photobucket.com/albums....or2.jpg I put back in the original description.ext file for now. But if anyone has any other ideas it would be greatly appreciated. Share this post Link to post Share on other sites
karantan 0 Posted April 20, 2007 Didn't checked it thouroughly, so many things can be wrong or missing here, this depends and vary from the mission designing, but as it seems your main problem is that you're missing a titles. Where do you have those titles, do you have them as strings in .csv file? Are they in triggers maybe? On that pic they're looking like radio messages, which (as strings) don't go along with the sounds configuration ,,, Anyways, try and add this <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titles[] = behind the sound, so it will 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 Theory1  {   name = "voiceover";   sound[] = {\sounds\voiceover.ogg, db+30, 1.0};   titles[] =  }; and see what happens. I think you also missing another  };  at the end of the file (to completely close it). And your last link is leading directly to the Photobucket's main page, so we can't see what's wrong now. Share this post Link to post Share on other sites
sanctuary 19 Posted April 20, 2007 After looking into photobucket, the correct url to the screenshot should be <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">http://i24.photobucket.com/albums/c1/silverguy82/voicerror2.jpg As i just checked my own archives and as karantan said there should be a line <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titles[] = {} inside of your sound definition (and if you have subtitles in a strigtable.csv for your sounds , inside of the {} , there should be a reference to this custom stringtable.csv) A sound defined 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 { sounds[] = {}; class MySound1 { name = "MySound1"; sound[] = {"MySound1.ogg", db+0, 1.0}; titles[] = {}; }; }; should work perfectly with a <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">NameofUnit say "MySound1" If your sound file is inside a folder (in your missoin folder) named -exactly- <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">sound without a S in the end, you do not need to give the path of your .ogg after sound[]=.... Share this post Link to post Share on other sites
Silverguy82 0 Posted April 20, 2007 yes... sorry guys...dont know why the 2nd picture is messed up... if you guys go to http://s24.photobucket.com/albums/c1/silverguy82/?voicerror2.jpg it is the picture named voicerror2 I will try these suggestions and get back to ya on it... the words on the pictures is something not affiliated with the sound playing files... for that I simply named a unit a name and typed in a trigger nameofguy GlobalChat "blah blah blah" in the On Activation field of the trigger. All I need is for the sound files to play without the error popping up in the 1st post Share this post Link to post Share on other sites
Silverguy82 0 Posted April 20, 2007 Eureka! That worked! I added in the <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">titles[] = {}; after sound portion of <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class voiceover { Â Â name = "voiceover"; Â Â sound[] = {voiceover.ogg, db+30, 1.0}; }; and it cured the problem! Thanks a million guys! Â Share this post Link to post Share on other sites
karantan 0 Posted April 20, 2007 Nice this is solved. To be honnest I expected for you to have much more troubles with it; description files can be a real pain; one tiny, unoticable mistake cause a CTDs, and with some really big file you're like doomed. But yours is not big, isn't it? As expected you have texts in triggers, so there's no need for those brackets after titles; there's nothing to put in/between them. But I'm suggesting you to keep them; for the next time, that you'll know what/how to do it when you'll need them. Share this post Link to post Share on other sites
AgentJonathan 0 Posted April 22, 2007 Good for Silverguy82 for even knowing how to convert music to ogg or wss. I still hafta learn. I can make units talk, even lip sync em, but i cannot convert music to ogg, or wss. YAY for Silverguy! Cuz its penut butter jellay time! Whaya! Share this post Link to post Share on other sites
Silverguy82 0 Posted April 22, 2007 it's actually quite simple... just download this OGG converter http://www.yousendit.com/transfe....bba5... and drop in the sound file you want. However.... 1: Make sure the bitrate is at 64 kbps 2: the music was recorded in 16 bit, 44.1 kz 3: Also I have found that for voice files I needed to record them in mono as well. Take care. Share this post Link to post Share on other sites
AgentJonathan 0 Posted April 24, 2007 THX! I am now use it!!! ThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouTh ankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYou!!!!!!!!!! Erm... Sorry. Can be annoying. Share this post Link to post Share on other sites
AgentJonathan 0 Posted April 24, 2007 Is there a way to 'change' kbps rates, or something. Cuz I'm having problems... I am dropping music files into it, but nothing happens. Hmmmmm... If you can assist, please do. I will appreciated it. BTW: Quote[/b] ]onLoadMission="On A Nato Base, Somewhere in Afghanistan..." Thanks on this, I have been wondering how to do this. THX Man... Share this post Link to post Share on other sites
Silverguy82 0 Posted April 24, 2007 yes... right mouse click on the fish icon and it will give you option for bitrate. Change to 64 kbps before you drop the sound file into the converter. the converter will make a .ogg file of your sound in the same area where the file you dropped into the converter was at. so if I have a file called mysong.wav on my desktop and i put it into the converter...there will be a new file called mysong.ogg on my desktop as well. Share this post Link to post Share on other sites
AgentJonathan 0 Posted April 26, 2007 WICKED!!! I din't know that i was spose to RIGHT click it. (Or maybe I was having an A.D.D. moment.) Share this post Link to post Share on other sites
AgentJonathan 0 Posted April 26, 2007 It still won't do anything. Dose it matter that i have Windows Media Player, and the filenames are WMA, not WAV? Share this post Link to post Share on other sites
Silverguy82 0 Posted April 26, 2007 yes.... your music files need to be in... .wav not .wma file type Share this post Link to post Share on other sites
AgentJonathan 0 Posted April 26, 2007 dangit! how do i make wav files? Share this post Link to post Share on other sites
Silverguy82 0 Posted April 27, 2007 I personally use music recording programs to convert the files. But those are rather expensive for simple converting... just use a audio converter program such as this one http://www.blazemp.com/convert_wma_to_wav.htm use yahoo and google (.wma to .wav) and you should find many. Share this post Link to post Share on other sites
AgentJonathan 0 Posted April 27, 2007 Awww... Gee yer spoiling me! Thx alot! Now, oh now I can add the FINAL Piece to all my missions! Share this post Link to post Share on other sites
Metal Heart 0 Posted April 27, 2007 No. Don't use wavs if you plan to distribute your missions. Wav takes over ten megs per minute at 16bit 44.1khz stereo where ogg can be compressed to about 10% of that with very little audible loss in quality. Share this post Link to post Share on other sites
Silverguy82 0 Posted April 27, 2007 Metal Heart... I have told him to get his .wma files into .wav and then convert to .ogg files. I dont even think the game will let him play files in .wav there may be a way to convert directly from .wma to .ogg files... but being I have never tried this myself... I will not going to give him info that I have not tried myself and not 100% sure will work. Share this post Link to post Share on other sites
AgentJonathan 0 Posted April 27, 2007 Before I get all wrapped up in my missions, what would be the runcode once I put the music in a description.ext? Share this post Link to post Share on other sites
Silverguy82 0 Posted April 28, 2007 what do you mean by runcode AgentJonathan? Share this post Link to post Share on other sites
Macser_old 0 Posted April 29, 2007 Yeah,wouldn't a simple trigger be enough AgentJonathan? Once the sounds have been configured, they should be accessible via the trigger's menus. Either set it to true,to have the music kick in at mission start.Or set up some conditions to begin playing it at a certain point. Share this post Link to post Share on other sites