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Author Topic: Radio Chat & Radio Sound  (Read 703 times)

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Griff

  • Guest
Radio Chat & Radio Sound
« on: 31 May 2004, 00:32:45 »
Ok so heres my problem.

Currently i have imported all the sounds that i want to use as speach into the game, using the description .ext and they work fine.

My problem is i need some radiotext to go along with the sound. example "PAPABEAR: Good work alpha1 , we will have some beer on ice for you" but of course my own text.

Allso currently my speach is being done through a trigger and the sound box, it can only be heard by units near the trigger i need it to be heard globally.

Any ideas ?

Griff

  • Guest
Re:Radio Chat & Radio Sound
« Reply #1 on: 31 May 2004, 00:39:30 »
My description ext incase anyone needs it:

// ***********************************************************************
// **** Description file for Operation Flashpoint
// **** Generated by Chris's OFP Script Editor
// **** Create Description Wizard
// ***********************************************************************

class CfgSounds
{
   // List of sounds (.ogg files without the .ogg extension)
   sounds[] = {spottedus, bazokka, jesseyessir, sir, limbaniplane, goodluck};

   // Class definition needed for each sound
   class spottedus
   {
      // Name to display in mission editor
      name = "spottedus";
      // Sound path, volume, pitch
      sound[] = {\sound\spottedus.ogg, db + 50, 1.0};
      // Sound title text (set to no text)
      titles[] = {0, ""};
   };
   class bazokka
   {
      // Name to display in mission editor
      name = "bazokka";
      // Sound path, volume, pitch
      sound[] = {\sound\bazokka.ogg, db + 0, 1.0};
      // Sound title text (set to no text)
      titles[] = {0, ""};
   };
   class jesseyessir
   {
      // Name to display in mission editor
      name = "jesseyessir";
      // Sound path, volume, pitch
      sound[] = {\sound\jesseyessir.ogg, db + 0, 1.0};
      // Sound title text (set to no text)
      titles[] = {0, ""};
   };
   class sir
   {
      // Name to display in mission editor
      name = "sir";
      // Sound path, volume, pitch
      sound[] = {\sound\sir.ogg, db + 0, 1.0};
      // Sound title text (set to no text)
      titles[] = {0, ""};
   };
   class limbaniplane
   {
      // Name to display in mission editor
      name = "limbaniplane";
      // Sound path, volume, pitch
      sound[] = {\sound\limbaniplane.ogg, db + 0, 1.0};
      // Sound title text (set to no text)
      titles[] = {0, ""};
   };
   class goodluck
   {
      // Name to display in mission editor
      name = "goodluck";
      // Sound path, volume, pitch
      sound[] = {\sound\goodluck.ogg, db + 0, 1.0};
      // Sound title text (set to no text)
      titles[] = {0, ""};
   };
};

class CfgMusic
{
   // List of music tracks (.ogg files without the .ogg extension)
   tracks[] = {loose1, ambience1, win1};

   // Class definition needed for each music track
   class loose1
   {
      // Name to display in mission editor
      name = "loose1";
      // Music path, volume, pitch
      sound[] = {\music\loose1.ogg, db + 0, 1.0};
   };
   class ambience1
   {
      // Name to display in mission editor
      name = "ambience1";
      // Music path, volume, pitch
      sound[] = {\music\ambience1.ogg, db + 0, 1.0};
   };
   class win1
   {
      // Name to display in mission editor
      name = "win1";
      // Music path, volume, pitch
      sound[] = {\music\win1.ogg, db + 0, 1.0};
   };
};


Rokket

  • Guest
Re:Radio Chat & Radio Sound
« Reply #2 on: 31 May 2004, 06:07:01 »
I'm not an expert so I don't know if I can help. I'm also not sure I understand what you're after.  BUT, if you want characters to talk, it's best to have them "say" a line, as in:

unitname say "bazooka"

This makes the characters appear to be speaking, and if you're near you can hear. (You'd also need to use Wav2Lip to synch his lips to the sound). For titles you can use a stringtable and type in text to match (you can even play around with the fiont size and style).

If you want global radio chat, it works the same way, just "CfgRadio" instead of CfgSounds. I think.


Offline mcnorth

  • Members
  • *
Re:Radio Chat & Radio Sound
« Reply #3 on: 31 May 2004, 06:18:54 »
Are you using the effects from the trigger to play the sound you're after? if that's the case then I think your stuck with having to be close enough to hear. Instead try    playsound "your sound"     in the on activation field. Then you should be able to hear it from anywhere

tibby595

  • Guest
Re:Radio Chat & Radio Sound
« Reply #4 on: 04 Jun 2004, 09:31:13 »
i dnt know how to get the sounds up, but for the text in the corner you type

unitname sidechat "Well done Alpha Black! You've saved the world once again!"

if you type it at the same time as you get your sound to start you get them both at the same time

hopefully i hvnt missed something and am telling you something for the 2nd time  ::)
« Last Edit: 04 Jun 2004, 22:29:26 by tibby595 »

Griff

  • Guest
Re:Radio Chat & Radio Sound
« Reply #5 on: 07 Jun 2004, 11:49:31 »
i dnt know how to get the sounds up, but for the text in the corner you type

unitname sidechat "Well done Alpha Black! You've saved the world once again!"

if you type it at the same time as you get your sound to start you get them both at the same time

hopefully i hvnt missed something and am telling you something for the 2nd time  ::)

Ok thanks, that seemed to work. However when the chat is being displayed on screen, it is coming out with the unit codename such as "Bravo Black 1" or "Golf 2" is there anyway i can change that so it will be for example David Armstrong , or Victor Troska ?