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FAQ: Sound & Music Index


How to get sound into your mission

Take a look at this tutorial which will explain everything.


How to make a voice sound like on a radio

Voices (and other sounds) on a radio or a phone sound crackly and distant. To achieve this effect requires only a few simple steps. The following steps assume that you have Goldwave - it's available as a trial version and is perhaps the best free sound editing software you could get, especially since it handles .ogg soundfiles.

Run Goldwave, click 'open' and load your voice file. Click 'Effect/Filter/Low-Highpass'. Select 'Highpass' and preview the sound. It will sound a lot more radio-like. Apply the filter and save the file.


How to make a car radio

Let's break this down into stages:

  • You want a "Switch on radio" action to appear when you get in to the vehicle
  • When activated, the music should begin and the action should change to "Switch off radio"
  • You want the music to stop when the "Switch off radio" action is activated
  • When you exit the vehicle, you want the actions to disappear

The vehicle in question needs a getin eventhandler attached to it.

vehicle_name addeventhandler ["getin", {_this exec "radio_activate.sqs"}]

We also need to remove the radio action if the unit gets out of the vehicle with a getout eventhandler:

vehicle_name addeventhandler ["getout", {_this exec "radio_deactivate.sqs"}]

The radio_activate.sqs script would look something like this:

;OFPEC Ed Depot
;activate radio script

;get passed parameters
	_vehicle = _this select 0
	_position = _this select 1
	_unit = _this select 2

;only activate the action if the unit is in the driving position
	?not (_position == "driver") : exit

;add the radio action to the vehicle
	radio = _vehicle addaction ["Switch on radio", "radio_on.sqs"]

The radio_on.sqs script would look something like this:

;OFPEC Ed Depot
;switch on radio

;get passed parameters
	_vehicle = _this select 0
	_unit = _this select 1
	_actionindex = _this select 2

;start the music
	playmusic "track13"

;remove the 'switch on radio' action
	_vehicle removeaction _actionindex

;add the 'switch off radio' action
	radio = _vehicle addaction ["Switch off radio", "radio_off.sqs"]

The radio_off.sqs script would look something like this:

;OFPEC Ed Depot
;switch off radio

;get passed parameters
	_vehicle = _this select 0
	_unit = _this select 1
	_actionindex = _this select 2

;end the music
	playmusic ["track13",9999]

;remove the 'switch off radio' action
	_vehicle removeaction _actionindex

;add the 'switch on radio' action
	radio = _vehicle addaction ["Switch on radio", "radio_on.sqs"]

The radio_deactivate.sqs script would look something like this:

;OFPEC Ed Depot
;deactivate radio script

;get passed parameters
	_vehicle = _this select 0
	_position = _this select 1
	_unit = _this select 2

;remove the radio action
	_vehicle removeaction radio

;stop the music, in case it's still playing
	playmusic ["track13", 9999]

Note that if you get into the vehicle and then move into the driver's seat, the radio action will not be activated. This can easily be solved by removing the driver seat check in the radio_activate.sqs script, however that would mean that units in the cargo area of a truck would be able to use the radio - which is usually mounted on the dashboard.

Take a look at this demomission to see the above scripts in action.