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Author Topic: A question about "say" command.  (Read 1504 times)

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Offline Krieg

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A question about "say" command.
« on: 19 Feb 2010, 09:37:10 »
I am using following variation of say command. But, as always, it didn't work.

I defined sounds I want unit to say in description.ext, I am sure that they are defined well because they work with normal playSound command.

Is there any way to fix this?

Thanks,
Krieg
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Offline h-

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Re: A question about "say" command.
« Reply #1 on: 19 Feb 2010, 11:22:13 »
Are your sounds defined under CfgSounds?
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Offline Krieg

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Re: A question about "say" command.
« Reply #2 on: 19 Feb 2010, 12:00:39 »
Yes, they are.
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Offline h-

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Re: A question about "say" command.
« Reply #3 on: 19 Feb 2010, 12:36:10 »
Works fine here for my test sound so it might be that your sounds are in the wrong format :dunno:
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INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
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Offline Krieg

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Re: A question about "say" command.
« Reply #4 on: 19 Feb 2010, 12:40:05 »
I'll try again, maybe I wrote something wrong, since my sounds are in .ogg.
Thanks for the replies, though! :good:
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Offline h-

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Re: A question about "say" command.
« Reply #5 on: 19 Feb 2010, 13:09:38 »
ogg is fine, it probably just needs to be mono, 44.1khz and 16bit.
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline Clayborne

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Re: A question about "say" command.
« Reply #6 on: 19 Feb 2010, 14:02:06 »
This sounds silly, but have you tried restarting OFP? I have had this same problem, including being able to playSound but not Say, and for some reason restarting the game helped.

Offline RKurtzDmitriyev

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Re: A question about "say" command.
« Reply #7 on: 19 Feb 2010, 17:26:24 »
Indeed, those sound commands seem to be extremely temperamental.

I couldn't get my custom sounds in Village Depacification to work at first. Whereas most editors defined the text to be displayed with sounds in description.ext, I though I would save time by leaving those portions blank and used the scripted sideChat commands that I had written much earlier. Some (but bizarrely, not all) sounds would not work until I cut out the sideChat and defined the text in description.ext in the normal way.

If you can't get sound to work, I recommend a line-by-line comparison with any mission with working custom sounds.
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Offline Krieg

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Re: A question about "say" command.
« Reply #8 on: 19 Feb 2010, 18:37:36 »
It worked out after restart, thanks.
But apparently, characters still like to keep their mouths shut.

Anyways, thanks!
« Last Edit: 19 Feb 2010, 18:49:28 by Krieg »
If you see a light at the end of the tunnel, then it's probably an enemy tank.