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Author Topic: Custom .ogg in 1.46?  (Read 441 times)

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Offline The-Architect

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Custom .ogg in 1.46?
« on: 27 Oct 2004, 23:35:22 »
I'm having trouble with my custom .ogg sound file in version 1.46.

I have done everything as I normally would do if I was using 1.96 but the sound wil not play.

I'm very much used to sound scripting so I know my scripting is right. The sound file appears in the editor as it should and I can set it up into a trigger or whatever as normal. Only thing is, it doesn't play, or if it does its silent.

Any ideas what the problem is? Does 1.46 support custom sound files?
I've recently found that it doesn't like custom flag .jpgs and facepack addons. Doh.
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Offline nominesine

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Re:Custom .ogg in 1.46?
« Reply #1 on: 28 Oct 2004, 01:26:54 »
I've had similar problems, but in 1.96. The sound scripting was ok, it was possible to access the sound by using a trigger, and the .lip-files moved the units lips as they should when they get the say-command... But no sound.

Not until I raised the volume of the sound to extremely high levels in the description.ext could I hear it.

nothing happened at db +18...
... nothing at +36...
... +72...
... etc...

Somewhere around db +150 OFP reacted. Then the sound came roaring out of the speakers at full power. It seemed as if OFP gave me all or nothing, and my theory is that OFP simply cannot handle a sound if the volume is too low. Am I right or wrong? I don't know, but after that i started recording my sound files with higher mic input, and since then I've never faced the problem again. (I use a good sound card and have the latest drivers btw.)
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Offline The-Architect

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Re:Custom .ogg in 1.46?
« Reply #2 on: 28 Oct 2004, 16:33:44 »
Thanks for the helpbuddy but it didn't work.   :'( I went up as far as 300db.
I'm gonna try and sample my own sound to get what I want. Maybe if I record it at a high volume like you say, It will do as I want.

Anyone else have any ideas?
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."

Offline nominesine

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Re:Custom .ogg in 1.46?
« Reply #3 on: 29 Oct 2004, 01:23:17 »
You said that you are used to sound scripting, but am I right when I think you use premade sounds from other sources than your own mic???

OFP is pretty selective when it comes to the format of the original sound files. Do you convert waw-format to ogg? Are you sure the original file had the right properties (= 44,100 kHz, 16 bit, mono)? This may affect OFP-behaviour. If your sound file is in any other format, the ogg may make OFP confused (OFP can be confusede about almost anything, but this is one problem that always makes this wonderful game go berserk)
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Offline General Barron

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Re:Custom .ogg in 1.46?
« Reply #4 on: 01 Nov 2004, 06:41:01 »
Like nominesine said, the sound format may be the issue. What format is supported depends on how you are playing it/writing it into your description.ext. "say" sounds are different than "music" which is different than ambient sounds, etc.

However, I'll bet the sound is pretty short, or the file pretty small. I've always had problems with really small files just not working in OFP. Usually I just add some empty space to the end of the file to make it bigger; or else use a lower compression. I don't think there are any differences in terms of sound between 1.46 and 1.96; unlike images...

Quote
I've recently found that it doesn't like custom flag .jpgs and facepack addons. Doh.


I'm pretty sure Res just supports higher resolution images than CWC does. I know for a fact custom flags and faces work in v1.46. But I've seen some very nice looking faces recently, and you'd think the default OFP faces would have been higher res if CWC had supported it...
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