Home   Help Search Login Register  

Author Topic: A question about "say" command.  (Read 1346 times)

0 Members and 1 Guest are viewing this topic.

Offline Krieg

  • Mission Maker
  • Members
  • *
  • Who dares wins.
A question about "say" command.
« on: 19 Feb 2010, 09:37:10 »
I am using following variation of say command. But, as always, it didn't work.

I defined sounds I want unit to say in description.ext, I am sure that they are defined well because they work with normal playSound command.

Is there any way to fix this?

Thanks,
Krieg
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Offline h-

  • OFPEC Site
  • Administrator
  • *****
  • Formerly HateR_Kint
    • OFPEC
Re: A question about "say" command.
« Reply #1 on: 19 Feb 2010, 11:22:13 »
Are your sounds defined under CfgSounds?
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline Krieg

  • Mission Maker
  • Members
  • *
  • Who dares wins.
Re: A question about "say" command.
« Reply #2 on: 19 Feb 2010, 12:00:39 »
Yes, they are.
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Offline h-

  • OFPEC Site
  • Administrator
  • *****
  • Formerly HateR_Kint
    • OFPEC
Re: A question about "say" command.
« Reply #3 on: 19 Feb 2010, 12:36:10 »
Works fine here for my test sound so it might be that your sounds are in the wrong format :dunno:
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline Krieg

  • Mission Maker
  • Members
  • *
  • Who dares wins.
Re: A question about "say" command.
« Reply #4 on: 19 Feb 2010, 12:40:05 »
I'll try again, maybe I wrote something wrong, since my sounds are in .ogg.
Thanks for the replies, though! :good:
If you see a light at the end of the tunnel, then it's probably an enemy tank.

Offline h-

  • OFPEC Site
  • Administrator
  • *****
  • Formerly HateR_Kint
    • OFPEC
Re: A question about "say" command.
« Reply #5 on: 19 Feb 2010, 13:09:38 »
ogg is fine, it probably just needs to be mono, 44.1khz and 16bit.
Project MCAR   ---   Northern Fronts   ---   Emitter 3Ditor
INFORMATIVE THREAD TITLES PLEASE. "PLEASE HELP" IS NOT ONE..
Chuck Norris can divide by zero.

Offline Clayborne

  • Members
  • *
Re: A question about "say" command.
« Reply #6 on: 19 Feb 2010, 14:02:06 »
This sounds silly, but have you tried restarting OFP? I have had this same problem, including being able to playSound but not Say, and for some reason restarting the game helped.

Offline RKurtzDmitriyev

  • Former Staff
  • ****
Re: A question about "say" command.
« Reply #7 on: 19 Feb 2010, 17:26:24 »
Indeed, those sound commands seem to be extremely temperamental.

I couldn't get my custom sounds in Village Depacification to work at first. Whereas most editors defined the text to be displayed with sounds in description.ext, I though I would save time by leaving those portions blank and used the scripted sideChat commands that I had written much earlier. Some (but bizarrely, not all) sounds would not work until I cut out the sideChat and defined the text in description.ext in the normal way.

If you can't get sound to work, I recommend a line-by-line comparison with any mission with working custom sounds.
The OFP Editing Center wishes to remind you that the faithful COMREF will never threaten to stab you and, in fact, cannot speak.
However, in the event that it does speak, you are encouraged to heed its advice. ;)

Offline Krieg

  • Mission Maker
  • Members
  • *
  • Who dares wins.
Re: A question about "say" command.
« Reply #8 on: 19 Feb 2010, 18:37:36 »
It worked out after restart, thanks.
But apparently, characters still like to keep their mouths shut.

Anyways, thanks!
« Last Edit: 19 Feb 2010, 18:49:28 by Krieg »
If you see a light at the end of the tunnel, then it's probably an enemy tank.