Tennouheika 10 Posted August 12, 2009 Thanks some_kind_of_guy. Turns out all I had to do was save it. Now it works. Two questions though: Is there a way to boost the volume of the sound, or make other sounds quiet? I kind of made the pilot speak the line, but he does it at a time when music is playing and the helicopter is cranking it's engine. Also, I can't seem to find it in the ARMA 2 script commands, but what is the command to sort of set a delay? Such that after 10 seconds the pilot will speak, for example? Share this post Link to post Share on other sites
nomdeplume 0 Posted August 12, 2009 Two questions though: Is there a way to boost the volume of the sound, or make other sounds quiet? I kind of made the pilot speak the line, but he does it at a time when music is playing and the helicopter is cranking it's engine. I'm not sure. According to the docs, most of the sounds in Description.ext can take a volume setting as the second parameter (see CfgRadio just below it for the syntax). It's not listed for CfgSounds though so maybe it doesn't work quite the same, but it's probably worth a try anyway. Also, I can't seem to find it in the ARMA 2 script commands, but what is the command to sort of set a delay? Such that after 10 seconds the pilot will speak, for example? You're looking for sleep, but you can only use it within asynchronously-running scripts. You can use the spawn command to do this, with syntax like so: nil = [] spawn {sleep 10; playSound "blah";} Although if you're having someone speak there are more specific commands for that. To do it over the radio, groupRadio or sideRadio; to only speak use directSay. You need to use the cfgRadio instead of cfgSound for this... which should support altering the volume level. You also get lip-synching and such when you use these. The syntax is fairly simple, name the unit (e.g. "pilot1") and then use: pilot1 directSay "radio_message_classname" If your pilot is in an already-placed aircraft (i.e. you can't name the individual guy himself), using the name of the aircraft will probably make the pilot speak. To be more explicit though you can use 'driver', as in: driver helo1 groupRadio "radio_message_classname" Share this post Link to post Share on other sites
Tennouheika 10 Posted August 12, 2009 That worked. Exactly what I was looking for. Thanks <3 Share this post Link to post Share on other sites
massi64 10 Posted August 13, 2009 x_scripts\x_intro.sqf line 22 PHP Code: playMusic "Track07_Last_Men_Standing"; to get a list of availible tracks, unpbo arma2\addons\music.pbo thanks everybody this is the solution i was looking for :):):) Share this post Link to post Share on other sites
Cool Breeze-ICON 10 Posted August 18, 2009 I have downloaded the Sounddemo.Utes file which works fine (thanks some_kind_of_guy). I am now trying to get the code into my mission. I have cut and pasted it into the beginning of my description.ext file but when I go to preview my mission Arma closes with a message referencing to an error in my config.cpp file. The config.cpp is a file from my Norrin revive script. Within this file the following code is used:- "class CfgSounds". I'm guessing that there is a conflict between these two codes? I would like to keep my new sound code separate from the Norrin revive script, is this possible? I have also used the F2 frame work to help produce my mission. Can anyone help? PS – I’m a newbe to scripting but a quick learner so please go easy :-) Thanks Share this post Link to post Share on other sites
BlackAlpha 10 Posted August 19, 2009 (edited) I have downloaded the Sounddemo.Utes file which works fine (thanks some_kind_of_guy). I am now trying to get the code into my mission. I have cut and pasted it into the beginning of my description.ext file but when I go to preview my mission Arma closes with a message referencing to an error in my config.cpp file. The config.cpp is a file from my Norrin revive script. Within this file the following code is used:- "class CfgSounds". I'm guessing that there is a conflict between these two codes? I would like to keep my new sound code separate from the Norrin revive script, is this possible? I have also used the F2 frame work to help produce my mission. Can anyone help? PS – I’m a newbe to scripting but a quick learner so please go easy :-) Thanks If you are sure your script is working correctly without any third party addons (something else that is not made by you), then maybe you are using unoriginal class or file names for the sounds and these names could be conflicting with something else that is using the same names as yours. Example: class CfgMusic { tracks[]={}; class [b]track1[/b] { name = ""; sound[] = {"\music\[b]track1.ogg[/b]", db+10, 1.0}; }; class [b]track2[/b] { name = ""; sound[] = {"\music\[b]track2.ogg[/b]", db+10, 1.0}; }; class [b]track3[/b] { name = ""; sound[] = {"\music\[b]track3.ogg[/b]", db+0, 1.0}; }; }; You could change that to something else, like: class CfgMusic { tracks[]={}; class [b]CC_Industrial[/b] { name = ""; sound[] = {"\music\[b]CC_Industrial.ogg[/b]", db+10, 1.0}; }; class [b]CC_MechanicalMan[/b] { name = ""; sound[] = {"\music\[b]CC_MechanicalMan.ogg[/b]", db+10, 1.0}; }; class [b]CC_Track9[/b] { name = ""; sound[] = {"\music\[b]CC_Track9.ogg[/b]", db+0, 1.0}; }; }; Or the sounds are already defined inside that other file you were talking about or maybe somewhere else and the engine doesn't like it that you are trying to define sounds at two different places. Edited August 19, 2009 by BlackAlpha Share this post Link to post Share on other sites
nomdeplume 0 Posted August 19, 2009 Hmm I just had a look at the revive scripts and that config.cpp (in revive_sqf\dialogs) is included from the Description.ext file. Modifying my sound demo thing, I added a new (empty) CfgSounds class at the bottom of Description.ext, went back to the editor and hit Save -- and immediately the game exited with an error saying .CfgSounds: Member already defined. So, I would say it's not possible to have more than one CfgSounds class defined, so unfortunately you will need to modify the revive script to add any additional sounds you want. Share this post Link to post Share on other sites
Cool Breeze-ICON 10 Posted August 19, 2009 Thanks BlackAlpha but some_kind_of_guy has hit the nail on the head. I have just cut and pasted the code into the bottom of the revive file "config.cpp" and it is working. Share this post Link to post Share on other sites
Cool Breeze-ICON 10 Posted August 28, 2009 Hi All - Information for the nation I have been pulling my hair out trying to find out why my new track doesn't play after I update track names. I have been using the sample mission from "some_kind_of_guy" as a basis (see post 25 of this thread). Basically I don't know if this is common knowledge but after you have updated the track names or added other tracks you have to quit out of the editor and re-open your map. It will then load up with your new track(s). Share this post Link to post Share on other sites
nomdeplume 0 Posted September 2, 2009 Hi All - Information for the nationI have been pulling my hair out trying to find out why my new track doesn't play after I update track names. I have been using the sample mission from "some_kind_of_guy" as a basis (see post 25 of this thread). Basically I don't know if this is common knowledge but after you have updated the track names or added other tracks you have to quit out of the editor and re-open your map. It will then load up with your new track(s). It might be enough to just save the mission, even if you haven't made any changes in the editor. I'm not sure exactly what's going on there, but there are a bunch of files (like the Description.ext) which the game seems to cache and only re-caches it when you hit Save. As a general rule I always hit Save in the editor before I preview the mission so I don't get surprised. It's annoying spending 10 minutes debugging a problem only to realise the game was never using your modified files... :D Share this post Link to post Share on other sites
Drew 10 Posted December 6, 2009 Sorry to bring up a post from the past but I have question that pertains to this thread. I have a few sound files, I want them to play in the same trigger/waypoint but I want to add a delay before the second sound so that the first and the second sound don't overlap each other, how do I go about doing this? also, I want to add a sound in where you destroy a vehicle, the sound plays. How do I go about doing this? any help is much appreciated thank you. Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted December 6, 2009 Sorry to bring up a post from the past but I have question that pertains to this thread.I have a few sound files, I want them to play in the same trigger/waypoint but I want to add a delay before the second sound so that the first and the second sound don't overlap each other, how do I go about doing this? also, I want to add a sound in where you destroy a vehicle, the sound plays. How do I go about doing this? any help is much appreciated thank you. I have an answer for your first question. make two triggers, the same size, and virtually in the same place. the sounds will fire one after another. if you need a longer delay between them, use the timeout feature of the trigger and it will fire after the time ends. Share this post Link to post Share on other sites
Drew 10 Posted December 6, 2009 edit ok I figured out how to add more than 1 sound in a vehicle/waypoint but I still need help with the sound/music triggering when the vehicle is destroyed :) thanks :D ---------- Post added at 05:46 PM ---------- Previous post was at 05:45 PM ---------- nil = [] spawn {sleep 10; playSound "blah";} is the script used for more tahn 1 sound in a trigger Share this post Link to post Share on other sites
-DirTyDeeDs--Ziggy- 0 Posted December 6, 2009 hmm im curious to know how well those sounds firing from within the same trigger of another action plays. Do you host/playtest it alone? I recently discovered sounds glitching occasionally when fired in a trigger that performed a setvelocity, and sounded like short static. I moved the sound to its own trigger in nearly the same spot as the setvelocity trigger and the glitch vanished. This was most noticable during a host of the mission with another player present. I advise you to export your mission to mp and test it in a dedi server environment before public release. I cant tell you how many times I have discovered stuff working differently or not at all on dedi vs host. Share this post Link to post Share on other sites
11_harley_11 0 Posted December 26, 2009 Hi all, I'm making a mission that has custom music which overides the original death sequence music and it works perfectly in single player but doesn't work in co-op tests. The original music plays. All other custom audio throughout the mission works perfectly except the death music. Is this possible at all in mp or can it onlybe done sp? cheers. Share this post Link to post Share on other sites
11_harley_11 0 Posted December 27, 2009 Hi all,I'm making a mission that has custom music which overides the original death sequence music and it works perfectly in single player but doesn't work in co-op tests. The original music plays. All other custom audio throughout the mission works perfectly except the death music. Is this possible at all in mp or can it onlybe done sp? cheers. Sorry to bump. I'm still having no luck with this and am about to move on but if anyone can tell me for sure that it doesn't work in mp then I can let it go easier. :) Share this post Link to post Share on other sites
lostninja 10 Posted January 22, 2010 In your mission folder, make a "sound" folder. Drop the sounds/music you want in there, and make sure they are ogg format. To convert stuff to ogg, use a program like Audacity.Next, in your mission's description.ext list sounds like this: class CfgSounds { // List of sounds (.ogg files without the .ogg extension) sounds[] = {track1, track2}; // Definition for each sound class track1 { name = "track1"; // Name for mission editor sound[] = {\sound\track1.ogg, 1, 1.0}; titles[] = { }; }; class track2 { name = "track2"; // Name for mission editor sound[] = {\sound\track2.ogg, 1, 1.0}; titles[] = { }; }; }; Then in the editor, on your trigger's activation field, put in: playSound track1 You can also add music with "cfgMusic" instead of "cfgSound", but then players with music off won't hear it. I usually use sound so everyone is forced to hear it (needed for epic intros :P ) ok i did everything stated here and when i run into the trigger.. nothing happens (added my own music as a test) heres wut i put in description.ext class CfgSounds { // List of sounds sounds[] = {mysound01, mysound02}; // Definition for each sound; the classname // is used with playSound and similar functions class mysound01 { name = "mysound01 (New Divide)"; // Name for mission editor sound[] = {\sound\New Divide.ogg, 1, 1.0}; titles[] = { }; }; class mysound02 { name = "mysound02 (Explosion)"; // Name for mission editor sound[] = {\sound\ExplodeAir.ogg, 1, 1.0}; titles[] = { }; }; }; loaded the mission using same trigger u had, using the same method u had and yet nothing happens. i dont get wut im doing wrong i have it set as playSound "mysound01" unless i just have to rename it all "New Divide" only idk... any sudgestions guys? and iam using audavity Share this post Link to post Share on other sites
seedo81 10 Posted January 22, 2010 Hello man try this link it have a video tutorial maybe it will help Share this post Link to post Share on other sites
lostninja 10 Posted January 26, 2010 Helloman try this link it have a video tutorial maybe it will help i did exactly wut the vid says but apparently it still wont play Share this post Link to post Share on other sites