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Author Topic: Sounds  (Read 560 times)

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kymandro

  • Guest
Sounds
« on: 07 Feb 2005, 23:22:49 »
u know how if you depbo the campagin there will be things like

Guba say "30v04"
Guba say "36v03"

and then if you go into the description.ext or w/e thing of the map it will have sound stuff
How do you do that? the only way i can get it to work is to copy and past the descrtiton into my map. Also how do you make you own sound files and put them in the game like some one is saying it i dont care if the mouth moves or not. i know they have to be .ogg and thats about it

thanks

FLBEE

  • Guest
Re:Sounds
« Reply #1 on: 08 Feb 2005, 01:17:31 »
 I'm not sure, but the powers that be may send you over to the sound/cutscene forum, but i'll give you my basic understanding of it anyway.

As you said--you have to convert the sound you want to use into .ogg.

In the description, under cfg sounds--
-it tells ofp what the name of the sound is
- where it is ( there is a seperate folder for sounds--in your  mission folder --usually called 'sounds')
-how loud you want the sound to be  (+- db)

Once you get your .ogg in your sound folder, and put all its info in the description folder--you can make the sound radiate from a AI or a object in game by using the "say" command.

I never was that good at the spacing and placement of parenthesis and semicolons etc.-- so i just use "chris's ofp script editor "    or  "ofp cool studio"  to automaticaly make the description file.

I will go find you some links-be right back



ok im back--

here is chris script editor (very helpful for scripts-not just description)
http://www.chenderman.com/Contents/Applications/CHOFPSE_Setup_270.msi

here is ofp cool studio (also has tool to convert sounds into .ogg)

ftp://www.gamezone.cz:8021/ofpd/OFPCoolStudio.zip

And most importantly ,there is a detailed tutorial by Bloodmixer in the tutorials section of the editor's depot of this site--not sure how to link to it--it is simply called 'sound tute' or 'sound tutorial'--its got the word sound in it anyway.

have a good one!  ;D
« Last Edit: 08 Feb 2005, 01:43:33 by FLBEE »

kymandro

  • Guest
Re:Sounds
« Reply #2 on: 08 Feb 2005, 22:14:22 »
Thanks man! you are very helpfull im gonna go try that right now :D

kymandro

  • Guest
Re:Sounds
« Reply #3 on: 08 Feb 2005, 23:12:25 »
oh sorry moderator i didnt see that it was SOUNDS and cutscens

Offline Roni

  • Members
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  • Play the Game !
Re:Sounds
« Reply #4 on: 08 Feb 2005, 23:33:43 »
Handy Tip ! - Your sounds don't have to be in .ogg format, you can use any old wav file you have lying around !

I think that .ogg files are smaller and have higher quality but since I'm no audiophile I'm happy with wav's.

You can find tons of great sounds from a site called Sounddogs here -

http://www.sounddogs.com/start.asp


They have lots of free samples, I understand that if you subscribe you get access to much longer high quality sounds, but so far I've been happy with the free stuff !

You can also make your own sounds using Sound Recorder and a cheap microphone or borrow sounds from TV shows, vidoes, other games etc.  Don't forget - take copies for personal use only, otherwise there are copyright issues !

Sounddog files are all in WMA format - you can find lots of free WMA to WAV converters on the net.  After downloading or creating a sound I generally cut it down to size using Sound Recorder since it's a) free, b) dead easy to use and c) every copy of Windows comes with it.

After you've finished with your file all you do is put the sound in a folder in your mission folder called Sounds and put the following lines in your description.ext file (create this in Notepad if you haven't already got a description.ext file).

class CfgSounds
{
   sounds[] = {ping1, ping2, ping3};
   
   class ping1
   {
      name = "ping1";
      sound[] = {"\sounds\ping1.wav", 1.5, 1};
      titles[] = {};
   };

   class ping2
   {
      name = "ping2";
      sound[] = {"\sounds\ping2.wav", 1.5, 1};
      titles[] = {};
   };

   class ping3
   {
      name = "ping3";
      sound[] = {"\sounds\ping3.wav", 1.5, 1};
      titles[] = {};
   };

};



Of course you can define as many sounds as you want, don't forget to make sure that your sound file has the same name as you used in the descriotion.ext (eg gunshot.wav, sound[] = {"\sounds\gunshot.wav", 1.5, 1};

Now in your scripts you can call any of those sounds using playSound "ping1" or whatever.

And that's it !

I didn't mean this to be a tutorial (please excuse me moderators !) but I use lots of custom sounds in my missions (it's what makes em all too big to post !) and think that they add heaps of colour to a mission.

Happy scripting !



Roni