I think the problem is that CfgSounds assumes the sounds directory in the mission pbo as root. I think CfgMusic as well.
Here is the only way how i could play adam's roger
description ext code:
class TEST
{
idd = 100;
movingEnable = true;
controlsBackground[] = {};
objects[] = { };
controls[] = {TESTA};
class TESTA
{
soundEnter[] = {"\voice\adam\roger", 0.2, 1};
x = 0
y = 0
idc = 101
w = 1
h = 1
style = ST_CENTER
colorText[] = {0, 0, 0, 1};
font = "CourierNewB64"
SizeEX = 0.025
text = ""
action = "closedialog 10"
type = CT_ACTIVETEXT;
color[] = {1, 1, 1, 1};
colorActive[] = {1, 0, 0, 1};
soundPush[] = {, 0.2, 1};
soundClick[] = {"ui\ui_ok", 0.2, 1};
soundEscape[] = {"ui\ui_cc", 0.2, 1};
default = true;
};
};
I have a console in my map, there i run:
createDialog "TEST"
and i hear adam say roger.
But this is not a workin way, becose i open a dialog.
Even when the next command is closedialog, i get a flashup of the dialog in the screen, + the sound is not played then.
So the problem is, how can i play the sound without the playsound or playmusic command.
i guess it should be possible to define some classes and to use soundEnter[] or maybe even sound[]. But what needs to be defined, and what could that class interhit.
And what to call then?
So if anyone has any ideas just post it here ... ty ty ty