Search the Community
Showing results for tags 'ogg'.
Found 4 results
-
Small application for converting WAV sound files to OGG and LIP formats which are used in ARMA series. - "One form" application - Conversion into OGG and LIP formats Download link: https://www.moddb.com/mods/csla-mod-for-arma-3/downloads/ogglip-converter Installation: Extract all files into any directory. For example: "C:\OggLipConverter" Help: Use key shortcut F1 in the running application.
- 2 replies
-
- 5
-
-
-
- audio
- audio converter
-
(and 5 more)
Tagged with:
-
Hi, I'm having a trouble when I create CfRadio in my Description.ext file. It says "radio message GodDamnit not found". Class CfgRadio { sounds[] = {"GodDamnit"}; Class GodDamnit { Name = "GodDamnit" ; Sound[] = {"Goddamnit.ogg", db + 1, 1.0}; Title = "For FUCK SAKE!"; }; };
-
How do i loop custom sounds forever?
Quack O'Neill posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Iv made a hostage rescue scenario, and people can play the slot in coop / multiplayer. but I want there to be a flickering film on the screen in the room with a sound looping infinatly. Description code class CfgSounds { sounds[]={}; class Music1 { name = "Music1"; sound[] = {"\music\ee3.ogg", db+0, 1.0}; titles[] = {0,""}; }; }; Trigger code. tor1 say3D ["Music1", 1000, 3]; I found this script but it locked my computer up. I think it was working but i dont know how fix it. while {true} do { tor1 say3D ["Music1", 1000, 3]; sleep x; }- 56 replies
-
- moving images
- giff
-
(and 2 more)
Tagged with:
-
Custom Action that triggers custom say3D sound
finicu posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi. I want to add a custom action to a player that, when triggered, will play a custom sound "sound1.ogg" inside my mission file\music\ folder. My description.ext works properly, here it is: class CfgSounds { sounds[] = {01,02}; class 01 { name = "01"; sound[] = {"music\sound1.ogg", db+10, 1.0}; titles[] = {0,""}; }; class 02 { name = "02"; sound[] = {"music\sound2.ogg", db+10, 1.0}; titles[] = {0,""}; }; }; Note that sound2.ogg is not used yet. In the init field of the player that can play the sound, I have tried to make the custom action: this addAction ["Play Sound", this say3D "01"] but here's the problem: when I run the scenario, the sound is played at the beginning, right after the players spawn in, and there is no custom action on the player. If I forgot to add anything, please ask, this is my first post so I might have missed something...