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Author Topic: problem with cfgsounds... (solved)  (Read 1874 times)

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Offline fleepee

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problem with cfgsounds... (solved)
« on: 19 Oct 2009, 20:34:56 »
I've got a problem with Cfgsounds class in the description.ext file...
when I use that code, the game crashes to desktop with the error message below... ???
Code: [Select]
class CfgSounds
{
   sounds[] = {mignon};
  
   class mignon
   {
      name = "mignon";
      sound[] = {"\Sound\mignon.ogg", db+0, 1.1};
      titles[] = {0,localize "str_mignon"};
   };

};

I tried many things, watched in other missions...
The sound and lip files are in a folder called "Sound" and every sound works allright with CfgRadio (but lips movement of course!)
« Last Edit: 21 Oct 2009, 13:50:45 by fleepee »

Offline Mandoble

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Re: problem with cfgsounds...
« Reply #1 on: 21 Oct 2009, 12:41:22 »
Do you have any include in your description.ext that might have cfgSounds already defined inside?

Offline fleepee

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Re: problem with cfgsounds...
« Reply #2 on: 21 Oct 2009, 13:39:20 »
YES! :good:
there is one #include reference in description from the revive script of norrin:
Code: [Select]
#include "revive_sqf\dialogs\config.cpp"
the config.cpp is (just a part of it):
Code: [Select]
class CfgSounds
{
sounds[] =
{
Brian_Im_hit, Brian_Im_bleeding,Brian_Medic,Brian_Bastards,Brian_Shit_Man_down,Brian_Oh_no,
Brian_Fuck,Brian_Fuck_it,Brian_Shit,Brian_Need_help,Brian_A_little_help_here
};

class Brian_Im_hit
{
name="Brian_Im_hit";
sound[]={"revive_sqf\sound\UNIV_v05.ogg",0.05,1.0};
titles[]={};
};

If I do well understand, I can either delete that #include and move these revive sound references into description.ext, or add lines referencing my own sounds in revive_sqf\dialogs\config.cpp with the corect path to them...

It works all right!!
Thanks a lot!!


edit: i don't have subtitles from the stringtable file...
« Last Edit: 21 Oct 2009, 15:10:55 by fleepee »