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Author Topic: Problems with cfgSFX  (Read 1315 times)

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Plastic_Boy

  • Guest
Problems with cfgSFX
« on: 10 Aug 2003, 16:16:15 »
Hi there, I've been having problems with cfgSFX in the Description.ext. It seems I cannot get the sound to work in-game:

I go to the trigger and it has my sound in effects, "triggers", although when it is activated it comes up with a "No entry error" refering back to the Description.ext.

Here is what i've put in Description.ext:-

Quote
class Cfgsfx
{
   sounds[] = {Mic};
   class Mic
   {
      name = "Mic_Out1";
      sound[] = {"Mic_Out1.wss", db+0, 1, 1};
           empty[] = {"0"};
           };
};

Also my WSS file (Mix_Out1.wss) is in the Sounds folder, should it be elsewhere?

Thanks,
Plastic_Boy

deaddog

  • Guest
Re:Problems with cfgSFX
« Reply #1 on: 10 Aug 2003, 18:26:20 »
Is "class Cfgsfx" a valid class name?
 
Shouldn't it be  "class CfgSounds" and the sound files should be in .ogg format.

Plastic_Boy

  • Guest
Re:Problems with cfgSFX
« Reply #2 on: 10 Aug 2003, 18:59:12 »
There is such thing as class cfgSFX,  ;D it handles the "Special Effects" side of sounds, like when you go near the Russian "music" its louder and when you walk away it gets quieter :)

Offline Black_Feather

  • Former Staff
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  • I'll never forget you Daisey.
Re:Problems with cfgSFX
« Reply #3 on: 10 Aug 2003, 23:15:29 »
cfgsfx goes somthing like this

class cfgsfx
{
        class example
        {
        sounds[]={"sound1"};
        name="example";
        sound1[]={"soundname",db+0,1, 1};
        empty[]={"0"};
        };
};

deaddog

  • Guest
Re:Problems with cfgSFX
« Reply #4 on: 19 Aug 2003, 05:19:15 »
Here is a correct entry for CfgSfx:

    class bumbac
    {
        sounds[]={sound1};
        name = "bumbac";
        
        sound1[]={"bum2.ogg", db-05,1, 1, 0, 0, 0};
        empty[]= {, , , , , , ,};
    };


This is taken directly from the desc.ext file of a BIS Resistance mission.  The sound name will show up correctly in the trigger menu and the sound will diminish with distance and be directional.

Plastic_Boy

  • Guest
Re:Problems with cfgSFX
« Reply #5 on: 20 Aug 2003, 12:49:05 »
Thanks very much!

Now for some nice jungle sound effects, 'nam style :D

Offline Blanco

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  • ****
Re:Problems with cfgSFX
« Reply #6 on: 20 Aug 2003, 23:05:53 »
Quote
sound1[]={"bum2.ogg", db-05,1, 1, 0, 0, 0};

sfxfile = "burn.ogg"

volume = db-05

freq = 1 (pitch)

probab = 1 (always)

min_delay = 0

mid_delay = 0,

max_delay = 0

but what is ?

empty[]= {, , , , , , ,};

I'm struggling for so long with the cfgSFX class now.
I've made a river sound ("stream_mono.ogg") and I want it to play in a constant loop. After a billion crashes to desktop, finaly it worked with a 16bit,mono, 22015Khz ogg file.
44100Khz worked too but not in stereo...

but...

The sample is cut off...I have a very short silence between every loop. So it's useluss...

this is my description.ext

Quote

class CfgSFX

{sounds[] = { StreamFX};

class StreamFX
{
sounds[]={"river"};
name = "riversounds";

river[]={"Stream_mono1.ogg",db-08,1,1,0,0,0};
empty[]={"","","","",0.000000,2,40};
};

I took the empty[] line from AKchester soundtuto cause it has two proper CfgSFX sounds in a constant loop. The only 2 custom Sfxsounds I ever found in a tuto or mission btw

db-08,1,1,0,0,0

this is right huh?

prob is 1, delays are all 0

I've uploaded a testmission to my briefcase so if UR interested U can see it by yourself.

http://au.f2.pg.briefcase.yahoo.com/

ID : ftielemans
PW : dey8p7

File is triggersounds.Noe.zip in the tuto's folder.

What am I doing wrong >:(
I guess it has something to do with the format,...
When I use stereo it just don't work (only with cfgfSfx), I use oggdropper to convert and Soundforge for editing the sounds.

please HELP

 







« Last Edit: 21 Aug 2003, 20:37:05 by Blanco »
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deaddog

  • Guest
Re:Problems with cfgSFX
« Reply #7 on: 21 Aug 2003, 05:20:33 »
I noticed that the rain sound in the game has a gentle fade out before it loops.  It's hardly noticable when playing but it avoids the sudden cut off before repeating.

As far as stereo goes, it is my understanding that only music uses stereo and all other sounds are mono.  I've followed that rule and have had no problems.

I used CfgSfx to create a sound of a guy shouting "Hey, over here" (or similar :) ), which works great because of the directional nature.  it works very nicely with a surround sound setup.

I have no clue what "empty[]= {, , , , , , ,};" means.  I learned about Cfgsfx from this post and de-pbo'ing a BIS mission.  It was "01Invasion.Noe" from the resistance campaign, in case you're interested.

Offline Blanco

  • Former Staff
  • ****
Re:Problems with cfgSFX
« Reply #8 on: 21 Aug 2003, 17:24:06 »
thx, it works now, i replaced

empty[]={"","","","",0.000000,2,40};

with

empty[]= {, , , , , , ,};


Finaly... :-*

So I guess that empty line is used to cut the sound somewhere?

So, U used a "get over here" sample, but how did U stop the sound when you are there?

setpos the trigger to somewhere far away?





« Last Edit: 21 Aug 2003, 17:29:15 by Blanco »
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deaddog

  • Guest
Re:Problems with cfgSFX
« Reply #9 on: 21 Aug 2003, 19:01:17 »
I used a variable in the condition field of the trigger:
condition: pilothut

I have a script running so that when the player gets within 50meters of the pilot, the variable "pilothut" or "pilotrock" is set to true.

.
.
.

setacctime 1
?pilot distance camp1<50:pilothut=true;pilot sidechat "Psst!! Hey, over here, in the hut.";goto "n1"

pilotrock=true
pilot sidechat "Psst!! Hey, over here, by the rocks."

#n1
~.75
pilothut=false
pilotrock=false
.
.
.
.

The pilot can be hiding behind some rocks or in a hut, so the voice sample changes accordingly.  At the beginning of the mission, I set the two sound triggers to the pilots position (chosen at random).  Only the appropriate one is triggered, depending where he is hiding.

Offline Blanco

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  • ****
Re:Problems with cfgSFX
« Reply #10 on: 21 Aug 2003, 20:35:35 »
eh, nice!
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