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Author Topic: CFGMusic problem and Fadesound problem  (Read 438 times)

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Offline The-Architect

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CFGMusic problem and Fadesound problem
« on: 02 Sep 2003, 21:52:41 »
Hello, The-Architect here. Two problems.

1. I make the CFGMusic description and get my files to the editor but when i hit the triggerit doesn't play them. Odd, everythingis there but the music.

2. Due to the problem above, I have put my music into the sounds directory and am playing it from there. When I use a fade sound trigger the only sound to be faded is the gunfire and grenades etc. The music (designated as a sound) remains. Any Ideas.

Cheers.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

deaddog

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Re:CFGMusic problem and Fadesound problem
« Reply #1 on: 03 Sep 2003, 21:30:50 »
Music must go in the music directory and be recorded in stereo.  Post your description.ext file so we can take a look.

Offline The-Architect

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Re:CFGMusic problem and Fadesound problem
« Reply #2 on: 04 Sep 2003, 00:38:30 »
Here's the file
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

deaddog

  • Guest
Re:CFGMusic problem and Fadesound problem
« Reply #3 on: 04 Sep 2003, 00:57:37 »
Ok, you're using the CfgMusic class wrong.  There is no "titles" section.  Here is one from the opflashpoint.org tutorial:

class CfgMusic // Overall class name
{
tracks[]={musicfilename}; // declaring the music file's name
class musicfilename // the actual declaration
{
name = "";
sound[] = {musicmusicfilename.ogg, db+30, 1.0}; // declares which ogg file to use
};
};


Also, db+250 is WAY too high :)  Typical values range from db-40 to db+40, depending on the initial volume of your sound file.


Hope that helps.