devilFaust

Adding Ambient Sounds/Noises?

6 posts in this topic

I would like to add a few ambient sounds to our server to get it a little more haunting in spots (Altis map btw)

For example I have a .ogg file here that I would like to loop inside a contaminated zone, much like the geiger counter loop that already exists in there, so that when a player enters that area it will trigger another looping ambient sound.

From what I understand I need to put the .ogg in a sounds folder in my Exile.Altis.pbo so it pushes it to the client side?

If anyone could point me in the right direction (example of code) etc  I'd appreciate it. I have a very rough idea of where to start so help is so very very welcome.

Thanks

 

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seems an interesting Idea, gonna follow this. Hope you get an answer!

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Posted (edited)

In Arma 2 you would do it like this: mission trigger

Quote

  class Item15
        {
            position[]={5358.7251,-331.93161,8582.2998};
            a=500;
            b=500;
            activationBy="WEST";
            type="SWITCH";
            repeating=0;
            interruptable=1;
            age="UNKNOWN";
            name="pvpsirenkab";
            expCond="(vehicle player) in thislist;";
            expActiv="pvpsirenkab = [] execVM ""path\sound.sqf"";";
            expDesactiv="terminate pvpsirenkab; titleText [""You have left the PVP Zone *PHEW!*"", ""PLAIN"", 3];";
            class Effects
            {
            };
        };

sound.sqf looks like this

Quote

waitUntil {!isNull player};
playSound "pvpsiren";
sleep 5;

the ogg sound file is then referenced in the description.ext file

Quote

class CfgSounds
    {
 
    sounds[] = {siren};
    class pvpsiren
    {
    name = "siren";
    sound[] = {"path\siren.ogg", db-10, 1.0};
    titles[] = {0, ""};
    };
  };

you can see which triggers still work in A3 from the wiki site.

hope it helps

Edited by red_ned
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That's a huge help, a great place to start, thanks for that.

 

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look in ur mission

config.cpp

lass CfgExileMusic
{
    Ambient[] = {"ambient01","ambient02"};
    Combat[] = {"ExileTrack04","ExileTrack05"};
    Intro[] = {"ExileTrack06","ExileTrack07"};
};

description.ext

class CfgSounds
    {
 
    sounds[] = {ambient};
    class pvpsiren
    {
    name = "ambient1";
    sound[] = {"path\ambient1.ogg", db-10, 1.0};
    titles[] = {0, ""};
    };
	name = "ambient2";
    sound[] = {"path\ambient2.ogg", db-10, 1.0};
    titles[] = {0, ""};
    };
  };

this is the easyest way i think 

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It's going to be triggered by the player entering an area, so I'm guessing I need a new class. (i.e. not the cgfExileMusic) since the sound itself will be a non constant.)

End of the day what I want to do is just piggyback off the Geiger counter sound trigger when a player enters a contaminated zone.

I've been swamped here (work) so I haven't had a chance to actually dig in deep or run tests yet.

 

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