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Author Topic: Loop sound effect and/or end loop sound effect  (Read 1394 times)

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Offline Pr0ph3t

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Loop sound effect and/or end loop sound effect
« on: 27 Mar 2005, 17:52:15 »
Hey everyone! Boy I ask a lot of questions eh? Maybe I should compile all the responses and make a tutorial. Lemme know if it might be helpful... Now onto the question:

I have some heavy machine gun fire sound effects that I'm using for ambience.. Problem is it sounds really corny when everything suddenly stops. So I want to loop it throughout the mission put setting a trigger to repeadly doesn't seem to work.

Also, there may be some points where you progress far enough so that the loop may be ended (via trigger).

Thanks pplz  :P

Offline macguba

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Re:Loop sound effect and/or end loop sound effect
« Reply #1 on: 27 Mar 2005, 18:06:45 »
A trigger set to repeatedly will fire again only after it has been deactivated.    You can make a trigger fire repeatedly by using a variable.     Exact details not guaranteed but something like this:-


init.sqs
trigOn=true

Activation:   None      Repeatedly
Condition:   trigOn
On Activation: trigOn=false
On deactivation:  trigOn=true

Obviously you can put other conditions in the Condition line and use the Countdown fields to make delays.
Plenty of reviewed ArmA missions for you to play

Offline Blanco

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Re:Loop sound effect and/or end loop sound effect
« Reply #2 on: 27 Mar 2005, 18:08:41 »
You can use CfgSFX sounds, These can be looped automatically and they will fade away when you're far way from it.

Your .ogg must be MONO. !
Here is a sample from a description.ext from one of my own missions where I use a CfgSFX sound.
Just replace the rain_on_roof names with your ogg name.
I can send you a working sample if you want.

Code: [Select]
class CfgSFX
{
sounds[] =
   {
      rain_on_roof
   };
   
   class rain_on_roof
   {
      sounds[]={rain_on_roof};
      name = "rain_on_roof";
      
      rain_on_roof[]={"rain_on_roof.ogg",db-70,1,1,0,0,0};
      empty[]={, , , , , , ,};
   };
   };
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Offline Pr0ph3t

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Re:Loop sound effect and/or end loop sound effect
« Reply #3 on: 27 Mar 2005, 19:52:37 »
Blanco where exacly is it looping in your .sqs file because I already have a description.ext for the mission so I can just edit the looping value? I didn't know there was a built in feature..

If its not doable then I'll use macguba's, comes to the same thing..

I was about to have a soldier somewhere far away running back and forth activating triggers... lol After 2-3 years of editing I just noticed there's a deactivation field..  ::)
« Last Edit: 27 Mar 2005, 19:54:19 by Pr0ph3t »

Offline Blanco

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Re:Loop sound effect and/or end loop sound effect
« Reply #4 on: 28 Mar 2005, 00:49:09 »
Here's an example

All I know is that the looping can be adjusted in this line

Code: [Select]
empty[]={, , , , , , ,};

Put some values between the comma's and you will have intervals, but it's hard to get what you want.
You can find the samples in the properties of a trigger in  effects / sounds / trigger
The sounds just repeat without intervals
But it was perfect for that raineffect.

 









« Last Edit: 28 Mar 2005, 03:28:01 by Blanco »
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TheGimp

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Re: Loop sound effect and/or end loop sound effect
« Reply #5 on: 26 Jun 2006, 20:40:08 »
pff it dont work

Offline myke13021

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Re: Loop sound effect and/or end loop sound effect
« Reply #6 on: 26 Jun 2006, 21:28:19 »
If you would like to generate some realistic battlefield sound atmosphere, i suggest you create your own soundsample, based on multiple tracks.
You can do this with audacity (there might be others around but with this i know it's possible to do.

First you would need a few single samples:
Machine gun fire (maybe a few different)
Single shots and/or burst mode salves
Grenades Explosion
Depending of the size of the battle even some tank grenades

In audacity you can now create your big sound file by randomly place some of the above samples into audacity. It isn't necessarly to have one track for each sample, they can be into the same track as long positions don't interfere.

Once the battle sounds as you like you can mix down your sample to a single stereo track and then export to a mono .ogg file.

With this it should be possible to run a simple script which loops the sample everytime it reaches the end, maybe make the loop 2 or 3 seconds shorter than the sound file so there wouldn't be a quiet phase.


Just a few things about the "mood", say realism: no soldier would fire endless salves since they don't have infinite ammo. Short breaks between gunfire is more realistic. You wouldn't waste your ammo if you have no target, do you?

Why do i endlessly talk about this, i'm pretty sure you know what you want to do  ;D

Maybe just one little advice. before you begin your "ultimate war atmo sound file" begin first with a short one, let's say about 30 seconds, to see how things work. Once you've done with, save and forget it. Let it settle down for at least one day. Then open it and listen to it if you still like it. Whenever you work with sound, everything sounds exciting as long you're working on it. So let excitment settle down and listen to it with "fresh ears". Often you might think "Oh my good what did i think when i've done this".

Ok, a bit few words for a "little advice", but thrust me, i know what i'm talking about  ;)