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Author Topic: ENVIRONMENTAL SOUNDS  (Read 779 times)

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bmgarcangel

  • Guest
ENVIRONMENTAL SOUNDS
« on: 13 Mar 2003, 19:56:55 »
Hey guys, :D
How do I set the description.ext file so that it will put a sound file in under environmental sounds in the triggers/effects ;D

Offline Black_Feather

  • Former Staff
  • ****
  • I'll never forget you Daisey.
Re:ENVIRONMENTAL SOUNDS
« Reply #1 on: 13 Mar 2003, 20:29:29 »
try this


class CfgEnvSounds
{
   sounds[] = {example};

   class example
   {
      name = "example";
      sound[] = {"example.ogg", db+10, 1.0};
      soundNight[]={"example.ogg", db+10, 1.0};
      titles[] = {};
   };
};

bmgarcangel

  • Guest
Re:ENVIRONMENTAL SOUNDS
« Reply #2 on: 14 Mar 2003, 06:01:16 »
Alright, this is what I put but it still ain't a workin man.

class CfgEnvSounds
{
   sounds[] = {example};

   class example
   {
      name = "example";
      sound[] = {"music for a radio aroundthe fire.ogg", db+10, 1.0};
      soundNight[]={"music for a radio aroundthe fire.ogg", db+10, 1.0};
      titles[] = {};
   };
};    
Please help.  

Offline Black_Feather

  • Former Staff
  • ****
  • I'll never forget you Daisey.
Re:ENVIRONMENTAL SOUNDS
« Reply #3 on: 14 Mar 2003, 17:59:18 »
In what way doesn't it work? did you put the ogg in your sound folder? try shortening the file name music for a radio aroundthe fire.ogg sounds a bit long, and try it without spaces.

bmgarcangel

  • Guest
Re:ENVIRONMENTAL SOUNDS
« Reply #4 on: 15 Mar 2003, 04:04:12 »
ok, thanks man.  I figured the problem out.  Oh and do you know anything bout campaign's and making them so they work when you put one in the res/campaign folder?