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Found 5 results

  1. I want to add my own .ogg files to the addon. What do I need to add to config.cpp so that arma 3 addon builder will pack the necessary files into a pbo file? I tried creating CfgSounds class with array of specified files, but compiler ignores .ogg file specified in array, although I've enabled it in compiler options to include .ogg files in packaging. At least I don't see in logs that this file is processed. The files are in the root of the Addons\myAddon\audio folder. How can I play them later with the script? How would this work? _soundPath = "audio\file.ogg"; playSound [_soundPath, true];
  2. 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.
  3. 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!"; }; };
  4. 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; }
  5. 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...
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