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Author Topic: I have tried it all to no avail *music*  (Read 695 times)

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jiga

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I have tried it all to no avail *music*
« on: 02 Nov 2002, 16:31:09 »
Im sorry for this post gents but I have been working on this for the past *checks clock* 8 hours straight :(
I have read all tutorials, read through tons of posts and tried various description.ext examples as well, nothing has worked so far, always get "music rocketman not found".

here is my description.ext
Quote
class Cfgmusic
{
      tracks[]={rocketmusic};

      class rocketmusic
      {
            name = "rocketmusic";
            sound[] = {\music\rocketmusic.ogg,db+30, 1.0};
      };

};

I have this is my user/username/missions/mymission folder. I also have a music folder which has the rocketmusic.ogg file in the mymission folder as well. Everything is in its correct place but yet the file just will not play.

In game I have 3 soldiers (west) standing around. I then have a trigger that is activated by (west present) and on the activation I have      playmusic "rocketmusic"

I have no clue what the deal is, I tried deleting the mission.sqm file then saving the game again to create a new one. I checked the mission.sqm and it shows the trigger in there to play the file. It seems it is not seeing the music folder or the rocketmusic.ogg file?

Im lost, please help.

Offline MI_Fred

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  • AA
    • OFP Team Finlanders
Re:I have tried it all to no avail *music*
« Reply #1 on: 02 Nov 2002, 18:06:27 »
Here's a lil sumptin.

This might be a case sensitivity issue. You have to have a folder named music, and a mention in the description.ext of a folder music, not Music or MuSiC or anything else but the exact name. If it's case sensitive that is.
Same goes for the file. Which has to be converted to .ogg in the right way so ofp recognizes it.

2ndly The class CfgMusic has to be the first class in the description.ext, before it goes the onLoadIntro="missionname"
onLoadMission="missionname" showCompass=1 showGPS=1...
stuff, and class CfgSounds follows, then class CfgRadio, then class Weapons after all sounds, then identities. If there is
  };
};
before any class, then that class is not read and gives an error "input after end of file" if I remember.

that's all I can think of.
There's gooks over there, there's mines over there, and watch out those goddamn monkeys talk, I'll bite ya.

CiA Blaschoiw

  • Guest
Re:I have tried it all to no avail *music*
« Reply #2 on: 04 Nov 2002, 13:33:30 »
Hi !
We have tutÂ's on our homepage that come along with demo missions. This should be helpful for you.
http://www.ciahome.net check the cookbook section for sound and music related stuff

jiga

  • Guest
Re:I have tried it all to no avail *music*
« Reply #3 on: 04 Nov 2002, 23:26:26 »
Thanks for the links and info guys. Some of the tutorials are good but way to complex, they put to much in for a simple sound creation :(

Will have to try this when I get home.

identity

  • Guest
Re:I have tried it all to no avail *music*
« Reply #4 on: 05 Nov 2002, 09:00:05 »
At this line:
name = "rocketmusic"
I didn't have "" around the name of the music,try deleting them, and why don't you play the music from Tirgger--Effect--
--Music--then your music? Try that.

Navy_Seals

  • Guest
Re:I have tried it all to no avail *music*
« Reply #5 on: 06 Nov 2002, 00:48:32 »
I can only suggest that u check this tutorial -> http://www.ofpec.com/yabbse/index.php?board=9;action=display;threadid=3364
Otherwise if u want it the quick way write this
class CfgMusic
{
  tracks[]=
  {
      music1, music2
  };
 
  class music1
  {
      name = "music1";
      sound[] = {\music\music1.ogg, db+0, 1.0};
  };
  class music2
  {
      name = "music2";
      sound[] = {\music\music2.ogg, db+0, 1.0};
  };
};
Cheers ;)