norrin 9 Posted June 25, 2007 Is this possible without modding the CfgVehicles? I've got a feeling I'm missing something simple again here but for my revive script I've been trying to get downed units to call out things in game like "I'm hit", "over here" etc, to help their team mates find them. Â I've tried using the say and the playSound commands which work but I'd like the sound of the voice to get quieter the further away you are and these commands do not seem to work in this way. Â What I do want is something like the createSoundSource command but this only works with noises in the CfgVehicles and for obvious reasons I really don't want to mod this file. I know there must be some way of doing this because the units in game talk like this all the time what am I overlooking? EDIT: Â Please ignore this as I've now got it sorted. Â One of the problems I had was I was trying to record my lip files from 32-bit stereo wave files and not mono and 16 bit as required. Share this post Link to post Share on other sites
ManDay 0 Posted July 22, 2007 [NOW HIJACKING...] Can someone tell me how to just play a sound? I tried this in my 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[ ]={ fallWind }; class fallWind { name = "fallWind"; sound[ ]={ "wind.ogg",1,1 }; titles[ ]={ }; }; }; And playSound "fallWind"; ingame. But I don't hear anything. wind.ogg is 16b Mono @44.1kHz Share this post Link to post Share on other sites
dmarkwick 261 Posted July 26, 2007 Please ignore this as I've now got it sorted. One of the problems I had was I was trying to record my lip files from 32-bit stereo wave files and not mono and 16 bit as required. Brilliant, you just solved a problem I was having I guess sounds you want to be directional must first be mono, which sort of makes sense. Share this post Link to post Share on other sites
mtlgd 0 Posted July 26, 2007 Can someone tell me how to just play a sound? From my 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 { class MyParachute { name = ""; sound[] = {"\sounds\padak_open.wss", 1, .5}; titles[] = {}; }; }; And in the code: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> playsound "MyParachute"; Worked for me. Share this post Link to post Share on other sites
dmarkwick 261 Posted July 26, 2007 <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> sound[] = {"\sounds\padak_open.wss", 1, .5}; Do you have any idea what the second and third parameters do exactly? And what effect changing them has? Share this post Link to post Share on other sites
mtlgd 0 Posted July 26, 2007 Do you have any idea what the second and third parameters do exactly? And what effect changing them has? Can't remember where I read it, but I believe the second is volume, the third pitch. Share this post Link to post Share on other sites
mandoble 1 Posted July 27, 2007 Second parameter affects to the maximum distance from where the sound may still be heard (but it doesnt really affect the volume), last parameter is the sound rate. Share this post Link to post Share on other sites
mtlgd 0 Posted July 27, 2007 Second parameter affects to the maximum distance from where the sound may still be heard (but it doesnt really affect the volume), last parameter is the sound rate. Well, that makes this entry from the Biki more confusing. Note the note at the bottom, and the decible references in the second parameter. Quote[/b] ]SoundsThere are three types of sound that can be specified: General sounds that can be used for dialog, voiceovers in the briefing etc. These sounds are actioned in a mission by using the commands: say, playSound Dialog where one unit talks over the radio, for example using the command sideRadio Music using the command playMusic name Examples: [edit]General Sounds class CfgSounds { sounds[] = {};   class wolf1  {  name = "";  sound[] = {"\sound\wolf1.ogg", 1, 1};  titles[] = {};  };  class wolf2  {  name = "";  sound[] = {"\sound\wolf2.ogg", 1, 1};  titles[] = {};  }; }; playSound wolf2 [edit]Radio Sounds class CfgRadio { sounds[] = {};  class RadioMsg1  {  name = "";   sound[] = {"\sound\filename1.ogg", db-100, 1.0};   title = "Well all the civilians are now safe in the lodge.  I am ready for your orders.";  };  class RadioMsg2  {  name = "";  sound[] = {"\sound\filename2.ogg", db-100, 1.0};  title = {$STR_RADIO_2};  }; }; unit sideRadio RadioMsg2 [edit]Music class CfgMusic { tracks[]={}; class MarsIntro {  name = "";  sound[] = {"\music\filename.ogg", db+0, 1.0}; }; class Ludwig9 {  name = "";  sound[] = {"\music\filename.ogg", db+10, 1.0}; }; }; playMusic  MarsIntro [edit]Notes Name can be left blank as in the examples above. Only specify a name if you wish to access these sounds via the environment options of a trigger. Title is the text string that will be displayed on the screen when the sound file is played. See also Stringtable.csv !  Setting volume (db) of music far from zero will disable fadeMusic command. Optimal values are from -10 to 10.  Share this post Link to post Share on other sites
dmarkwick 261 Posted July 27, 2007 So what does "db+10" do? What is "db", I assume it's some sort of variable, say ingame volume or something. I'm still a little confused to what this parameter does, it seems to have little immediate effect ingame, but I haven't done any extensive playing about. Pitch, I guess, is simple, always use "1" unless you want to bend the noise Share this post Link to post Share on other sites
mtlgd 0 Posted July 27, 2007 So what does "db+10" do? What is "db", I assume it's some sort of variable, say ingame volume or something. I'm still a little confused to what this parameter does, it seems to have little immediate effect ingame, but I haven't done any extensive playing about. Good question. I'm also surprised by the -100, makes me wonder what the range of this entry is. Share this post Link to post Share on other sites
Balschoiw 0 Posted July 27, 2007 Quote[/b] ]So what does "db+10" do? It raises the default volume of the sound by factor 10. While I do not think that it is a straight decibel relation, it is meant to increase or decrease volume of a custom sound. The effect can be heard in Arma pretty significant. Remember that you have to reload your mission if you altered the description.ext to experiance the effect of changes. Share this post Link to post Share on other sites