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Author Topic: Talking problems  (Read 786 times)

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nogreymatter

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Talking problems
« on: 23 Dec 2005, 23:51:33 »
I've created an outro for one of my missions that requires talking. I have made a sound file and converted it into .ogg and for some reason when it hits the spot in the outro where it talks it "says sound not found." This is what I have in the editor:

matt say "talk1"

I have all the audio requirements for the sound file to work in ofp and I have created a Sound folder in the mission and put the audio file in there.

Can anyone help me?


Offline Pilot

  • Contributing Member
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Re:Talking problems
« Reply #1 on: 24 Dec 2005, 00:11:10 »
Have you defined the sound in description.ext?

-Pilot

nogreymatter

  • Guest
Re:Talking problems
« Reply #2 on: 24 Dec 2005, 01:23:00 »
Yes it looks like this

class CfgSounds
{
            sounds[] = { };
   
           class talk1
          {
                   name = "talk1"
                   sound[] = {"talk1", db+112, 1.0};
                   titles[] =
                  {
                             0, $STRD_talk1
                  };
         };
};
« Last Edit: 24 Dec 2005, 01:24:47 by nogreymatter »

Offline Pilot

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Re:Talking problems
« Reply #3 on: 24 Dec 2005, 01:37:17 »
Is the folder named "Sound" or "Sounds"?  It has to be named "Sound".  Also, include the extension in the sound field of description.ext:
sound[] = {"talk1", db+112, 1.0};

should be:
sound[] = {"talk1.ogg", db+112, 1.0};

-Pilot
« Last Edit: 24 Dec 2005, 01:37:43 by Pilot »

Offline THobson

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  • Former Staff
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Re:Talking problems
« Reply #4 on: 24 Dec 2005, 08:22:14 »
Try also:

Quote
sound[] = {"\sound\talk1.ogg", db+112, 1.0};
To specify excactly where the file is saved rather than rely on defaults.

Bye the way:
Code: [Select]
name = "talk1"Enables you to access this sound from the Environmental settings for a trigger.  If you don't need to do this it is better to have:
Code: [Select]
name = ""To reduce the number of names the mission has to deal with

Offline Pilot

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Re:Talking problems
« Reply #5 on: 24 Dec 2005, 16:40:36 »
I thought the name field was the name you called the sound from in the script.  IIRC, it has nothing to do with the Enviromental settings for triggers.  Or am I again going to learn something new? ;D

-Pilot

Offline THobson

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Re:Talking problems
« Reply #6 on: 24 Dec 2005, 16:45:09 »
I think you just have ;D
The name you use in the script is the class name.
Merry Christmas
« Last Edit: 24 Dec 2005, 16:48:54 by THobson »

Offline Pilot

  • Contributing Member
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Re:Talking problems
« Reply #7 on: 24 Dec 2005, 17:14:15 »
Quote
I think you just have ;D
;D
I thought so.

Merry Christmas

-Pilot

nogreymatter

  • Guest
Re:Talking problems
« Reply #8 on: 25 Dec 2005, 00:18:25 »
Well the problem is fixed. The problem was I didn't add .ogg, and I had sounds instead of sound in my description.

Thanks guys,
Merry Christmas.

Offline 456820

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Re:Talking problems
« Reply #9 on: 29 Dec 2005, 13:13:05 »
then use the solve button should be lower left of the thread
Just a tip stops people reading all the replies then finding out its solved