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Silverguy82

Sound Folder Error

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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

{

  tracks[]={voiceover, Target Down, Para-Proceeding, Para-TargetDown,  Para-SectorClear2};

  class Theory1

  {

     name = "voiceover";

     sound[] = {\sounds\voiceover.ogg, db+30, 1.0};

  };

  class Theory2

  {

     name = "TargetDown";

     sound[] = {\sounds\TargetDown.ogg, db+0, 1.0};

  };

  class Theory3

  {

     name = "Para-Proceeding";

     sound[] = {\sounds\proceeding.ogg, db+30, 1.0};

  };

  class Theory4

  {

     name = "Para-Target Down";

     sound[] = {\sounds\targetdestroyed.ogg, db+0, 1.0};

  };

  class Theory5

  {

     name = "Para-SectorClear2";

     sound[] = {\sounds\sector2clear.ogg, db+0, 1.0};

  };

};

class CfgMusic

{

  tracks[]={Barra, Bakara, TheSuck};

  class Music1

  {

     name = "Barra";

     sound[] = {\music\Barra.ogg, db+0, 1.0};

  };

  class Music2

  {

     name = "Bakara";

     sound[] = {\music\Bakara.ogg, db+0, 1.0};

  };

  class Music3

  {

     name = "The Suck";

     sound[] = {\music\TheSuck.ogg, db+0, 1.0};

  };

 

};

can anyone see why the game decides to give me a error when playing the voiceover.ogg file? Thanks.

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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.

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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.

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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.

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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[]=....

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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

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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

{

   name = "voiceover";

   sound[] = {voiceover.ogg, db+30, 1.0};

};

and it cured the problem! Thanks a million guys!  yay.gif

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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? wink_o.gif

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.

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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.gif YAY for Silverguy! Cuz its penut butter jellay time! Whaya!

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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.

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THX! yay.gifyay.gif

I am now use it!!!

ThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouTh

ankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYouThankYou!!!!!!!!!!

Erm... Sorry. Can be annoying. smile_o.gif

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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...

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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.

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It still won't do anything.

Dose it matter that i have Windows Media Player, and the filenames are WMA, not WAV?

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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.

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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.

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Before I get all wrapped up in my missions, what would be the runcode once I put the music in a description.ext?

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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.

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