ManDay 0 Posted July 24, 2007 Please explain. Cant get the ogg to work. Any special conventions to obey there? 16b 44.1kHz - isn't that ok? Any kind of short example? Share this post Link to post Share on other sites
Cloughy 0 Posted July 24, 2007 Have you added it to the sounds in Description.ext (prob have). Can you also play the sound from the effect tab on a trigger. If you can hear it from the trigger then it should be available through the playSound command. ie PlaySound "Hint"; I think the name you call is either the class name or the name that appears in the Trigger effects. For converting, i use DB Power Amp to convert from wav to ogg, generaly use default settings with 112kbps. I use same rules as i do with the music i insert into the missions. Hope it helps, Cheers GC Share this post Link to post Share on other sites
ArmaVidz 0 Posted July 24, 2007 Please explain. Cant get the ogg to work. Any special conventions to obey there? 16b 44.1kHz - isn't that ok? Any kind of short example? Hi ManDay, An 'ok' resource for figuring out how to do this was found Here at OFPEC. A truncated example of how my description.ext looked <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgIdentities {   class Miller   {     name = "Cpt. Jon Miller";     face = "Face21";     glasses = "None";     speaker = "Mathew";     pitch = 1.1;   };   class Jackson   {     name = "Daniel Jackson";     face = "Face11";     glasses = "None";     speaker = "Dusan";     pitch = 1.1;   };   class Carparzo   {     name = "Adrian Caparzo";     face = "Face55";     glasses = "None";     speaker = "DAN";     pitch = 1.1; }; --------------- Next Section ------------------ class CfgSounds {  sounds[] =    {     Carpi_Cpt, Carparzo_DecentThingToDo, SentItBefore, CarpiFITCH, CarpiFitchComeOverHere, Carpi_HelpMeUp, CarpiItsToMyDad, FITCHCarpiPutYourHeadDown, FITCHWeGotEm, French_Carpi_Down, coveringMillerIDidntSeeIt, FrenchChildScreaming, French_MillerCantTakeTheKids, GuyStayDownTakeCareOfYou, GuyWheredThatComeFrom, Jackson450Yards, JacksonHeWasOnTheGround, JacksonThatsWhereIdBe, JacksonTwoClicks, JacksonWouldntVentureOut, Miller_Ask_WhereGermansAre, Miller_HoldOnCarpi, MillerCover, MillerFollowFuckinOrders, MillerIDidntSeeIt, MIllerSrgTakeThisDamnKid, MillerWadeStayPut,Miller_Uppaum_ShowThemselves, MillerYouStayThere, Wade_Carpi_Stay_Still, WadeCptCanYouSeeHim, WadeWheresHeShot, Uppaum_French_ShowYourselves, };  class Carparzo_DecentThingToDo  {    name = "Carparzo_DecentThingToDo";    sound[] = {"\sound\Carparzo_DecentThingToDo.ogg", +300, 1.0};    title = $SPR_Carparzo_DecentThingToDo;  };  class Carpi_Cpt  {    name = "Carpi_Cpt";    sound[] = {"\sound\Carpi_Cpt.ogg", +300, 1.0};    title = $SPR_Carpi_Cpt;  }; }; --------------- End ------------------ Also, as I've just tried this out, the tutorial advises I need a .CSV file, so once I have all my sounds ready, and class them all like this in the description.ext, I use the beginning of the cfgSounds area, with all the names of the sounds, to generate a .CSV like it says in the tutorial (Use MS Excel) My .CSV looked like this (truncated) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">SentItBefore.ogg,SentItBefore CarpiFITCH.ogg,CarpiFITCH CarpiFitchComeOverHere.ogg,CarpiFitchComeOverHere CarpiItsToMyDad.ogg,CarpiItsToMyDad FITCHCarpiPutYourHeadDown.ogg,FITCHCarpiPutYourHeadDown FITCHYoureGonnaCenterYourself.ogg,FITCHYoureGonnaCenterYourself FITCHWeGotEm.ogg,FITCHWeGotEm FrenchChildScreaming.ogg,FrenchChildScreaming GuyStayDownTakeCareOfYou.ogg,GuyStayDownTakeCareOfYou GuyWheredThatComeFrom.ogg,GuyWheredThatComeFrom Jackson450Yards.ogg,Jackson450Yards JacksonHeWasOnTheGround.ogg,JacksonHeWasOnTheGround JacksonOhGodLetMeNotBeAShame.ogg,JacksonOhGotLetMeNot JacksonThatsWhereIdBe.ogg,JacksonThatsWhereIdBe JacksonTwoClicks.ogg,JacksonTwoClicks JacksonWouldntVentureOut.ogg,JacksonWouldntVentureOut MillerCover.ogg,MillerCover MillerFollowFuckinOrders.ogg,MillerFollowFuckinOrders MillerIDidntSeeIt.og,MillerIdidntSeeIt MIllerSrgTakeThisDamnKid.ogg,MIllerSrgTakeThisDamnKid As well, this is a snippet of the script I used for the puppets *cough* soldiers to talk in-game <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;Miller Telling Carpi to put kid back miller lookat carparzo; ~2 carparzo lookat miller; ~1 miller setmimic "angry"; miller say "miller_Carpiputkidback"; miller switchmove "TestROMFingers" ~1.5 miller switchmove "," carparzo say "Carpi_RemindsMeOfMyNieceSir"; Carparzo switchmove "TestROMFingers"; ~1.5 Carparzo switchmove ","; ~4 miller lookat droor; miller switchmove "TestROMFingers" ~1.5 miller switchmove "," miller lookat Carparzo; miller say "Miller_GetKidBackUpThere"; carparzo lookat miller; ~1.25 carparzo say "Carpi_DecentThingToDo_TakeHer"; Carparzo switchmove "TestROMFingers"; ~1.5 Carparzo switchmove ","; miller glanceat droor; ~1.5 carparzo glanceat miller; carparzo glanceat droor; ~1 miller say "MillerFollowFuckinOrders"; ~3 Miller say "MillersrgtakethisDamnkid"; ~1 Miller lookat horvath; ~3 miller lookat carparzo; ~.75 horvath switchmove "," horvath setUNITPOS "middle"; Jackson setUNITPOS "middle"; wade setUNITPOS "middle"; fitch setUNITPOS "middle"; miller say "millercover"; hill setUNITPOS "middle"; Reiben setUNITPOS "middle"; miller switchmove "AmovPercMrunSlowWrflDbr"; ~2 My naming of the sound files, were different from the soldiers (lack of planning) so make sure you name the files according to who will be speaking so you don't have to spend the energy remember what abbreviated version of the name you used i.e.: Soldier Name in Description.ext: Caparzo actual name of sound files carpi_says_something.ogg You can see how it played in this video here at YouTube <span style='color:red'>ArmA: Saving Private Ryan</span> PS: Make sure you save the sound files in 16Bit Mono. The higher the Hz the better. If I would have used a 112,000Hz encoding the sounds would have been much louder ingame. Hope that helps  Share this post Link to post Share on other sites
dmarkwick 261 Posted July 25, 2007 Hmmm... interesting I'm adding soundfiles to my smoke effects addon and this will come in handy thanks Share this post Link to post Share on other sites
ManDay 0 Posted July 25, 2007 It didn't help. First of all it gave me an error that I need another attribute "titles[ ]". After I fixed that everything worked but I still don't get a sound. The explaination in the Wiki is a crap anyway. I wish someone could take a look at it! test.rar test.ogg [37K] description.ext [1K] mission.sqm [2K] and, ps, armavids. Of course i appreciate your help but next time try to focus on the help itsself rather than on posting your personal stuff Share this post Link to post Share on other sites
ArmaVidz 0 Posted July 25, 2007 (?) You know what Manday, I posted that because the OFPEC resource is a confusing pain in the ass. That's so you can have a look at a working example. In typical Manday form, I'm not going to explain it to you, I'm going to show an example. You need a .CSV file with the name of the ogg file, and a friendly name that will be displayed in the radio commands list, in the format displayed in my post. btw none of the code you posted works, so thanks but, please test it before you post it. Share this post Link to post Share on other sites
ManDay 0 Posted July 27, 2007 What is wrong with you ArmA Vidz? First of all, what you accuse me that my code isn't working for? Of course it is not working - I wouldnt ask for help if it was working... Second: What is "In typical Manday form, I'm not going to explain it to you, I'm going to show an example. " supposed to tell me? And third: I tried exactly what is written in the tutorials. Now will you please tell me for what in the world you are not replying to my PM and for what beeing so agressiv and insulting? Is this forum running nuts over the past 3 days now? First I receive 2 Warnings for literally nothing (1 for a thing that has been settled a damn week ago - and now...) !? Share this post Link to post Share on other sites
Major Fubar 0 Posted July 27, 2007 Debating moderation decisions in public is a sure way to get another warning box. §18) No public discussion on how the forum is moderated §2) Follow the instructions of the moderators I suggest you stop and take the time to read the rules. I also suggest that you check your attitude towards your fellow forum members. If you have any problems or questions about this, send a private message to myself or another moderator. Share this post Link to post Share on other sites