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Author Topic: OnBreifingPlan "soundname"  (Read 529 times)

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GodHatesUsAll

  • Guest
OnBreifingPlan "soundname"
« on: 19 Apr 2003, 09:25:17 »
Rightio.

Where exactly do i put that in order for it to work when i click plan?

Also, is it possbile to make it work repeatedly? So if Plan is clicked several times, the sound will be played several times respectively.

Also. One other simeple little Question that has been taxing my mind:

I have music playing in the background, and i also have an additional rain sound playing, but the rain is so god damn loud that the music cant be heard.

Any way to lower just ONE sound? If i fadesound it, every other sound goes quiet with it.

Thats all i need to know. The second question is MORe important than the first.

Thankyou.

Offline Igor Drukov

  • Contributing Member
  • **
  • Conscientious Subjector
Re:OnBreifingPlan "soundname"
« Reply #1 on: 19 Apr 2003, 14:34:24 »
I can help you for the volume :
class CfgSounds
{
class rain{name = "";sound[] = {"rain.ogg", db-blabla, 1.0};titles[] = {0, $STRM_rain};};
};
db-blabla will turn your sound down by a blabla increment.
Don't forget to reload your mission to take the changes in your description.ext into account.

GodHatesUsAll

  • Guest
Re:OnBreifingPlan "soundname"
« Reply #2 on: 20 Apr 2003, 03:05:35 »
Fuck!!!

Thanks man!

So is 1 full volume and 0 no vol? and inbetween is what ill want.

Also. Can i change the sound volume from within the mission?

Because i have it so when you walk into a certain building, the sound of the rain changes to rain hitting windows and tin roofing.

But then when you exit the certain building, the rain noise stays because i cant stop it immediately, i have to wait for the sound file to end.

BUT, i have the sound file looping. Because if youre in the house for 5 mins, i want the sound to loop for as long as youre in there.

thanks again m8.