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Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Navy_Seals on 05 Nov 2002, 15:46:47

Title: Music&Sound&Radio tutorial
Post by: Navy_Seals on 05 Nov 2002, 15:46:47
Well look who's back, eh? Did ya miss me?! :D Anyways i got some bad news and i got some really bad news. The bad news is
that the Music&Sound tutorial is back online "well its about time d00de :P" and realy bad news is that it got updated in
a whole new way, much better, plus we got so long waited Radio tutorial "finaly revealed" ;) Besides that, thas all the news
except that i've been away from the community for quite a while (sorry guys it took a while) and yeah guess thats all :D
Ok so let's move on to the fun part. Sounds and music is a great aspect in game, which creates a wonderful atmosphere
surrounding us. And today im gonna explain how to get everything working so u can get all ur stuff rolling. Ok I assume
that u r a complete newb don't take it personally and im gonna explain step by step how to do everything, so u can
relax, grab a bottle of cola cos u gonna have to read a lot, not just read, but understand also!
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 05 Nov 2002, 15:47:17
Very Important: When converting music, the files recomended to be converted at Frequency 44100 hz max, Bit Rate 128kbps,
16 bit, stereo, Encoding - Constant Bitrate. (Note: 16 bit option is not included in dbPowerAmp, but don't worry about that)
For sounds, like speech: Frequency 44100 hz, 16 bit, mono, Bit Rate in ranges from 80 - 112kbps, Constant Bitrate
Also very important thing. Don't use big names and upper case letters. Try using one word for the name of ur song,
like rock, u2, party, sunrise, etc... whatever is in ur mind, otherwise if u'll have let's say for instance
Red Hot Chilli Peppers or like Eagle Eye Cherry, the game won't be able to read them, so try to keep it simple, but u can
write like this - RHCP or lets say Mick_Jagger, no spaces. Ok and now it appears to be that the file size of the music file can be unlimited *well sorta, i dont think u gonna use 15 megs song or something like that  ::) * Alright, let's see what we have got here...
Let's move on. First what u need is a program to convert ur music to ogg. U see the game doesn't support standard
 files like mp3 or wav. that's why we have to convert them to be able to hear them ingame. Also the advantage of ogg.
file is it's size, it can be the same quality as mp3 but the size can be up to 2-3 times smaller, cool ah?! Alright so
here r the two proven and tested programs which u can download for free. U can use either of them, but I recommend both,
 the choice is yours.  Here is the first one,
dBpowerAMP Music Converter grab it here -> http://www.dbpoweramp.com/bin/dMC-r8.exe and an ogg. plugin for it so u'll be
 able to convert ur music to ogg. format -> http://www.dbpoweramp.com/codecs/dBpowerAMP-codec-ogg.exe.
The second one is GoldWave, u can grab it here http://www.goldwave.com/gwave426.exe and also an ogg. plugin for it
over here -> http://www.goldwave.com/calogg00.zip. Ok so now u have ur programs on ur hard drive, install them where u
want (C: D: E: don't know what u got there) Great so now u have ur progys installed. What?! Tired?! hehe don't worry
that's just the easy part, ;).
Now im gonna explain how to use the first program dBpowerAMP Music Converter.
Will be working with music first, cos it's not so difficult as it seems to be, and will move on to the sound later on.
Open the program and a window will pop-up asking u which file would u like to convert. Choose the song u want and click
Open, now u'll see another window which will show u the list of file formats u have. Choose ogg. Now pay attention cos
its important!!! U can leave the channels: stereo, Bit rate must be 128kbps-standard and BIS used it too, Encoding
 should be Constant Bitrate (a must) and Frequency-44100hz. Now choose the folder where u want to save ur file and
click convert, simple as that. I have also attached a picture for u to make it easy if u won't understand. Take a look ->
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 05 Nov 2002, 15:47:53
Here im gonna tell u about GoldWave. This is also a great program, it supports many formats and very useful. I usually
 use it more found sounds and editing. U can do a lot of things like noise reduction, shape volume (one of my favorites)
pitch, and many more! But u can also use it for converting ur music. So open the progy, a window will pop-up, don't
really pay much attention to it unless u want to, and click ok. Then choose the file u want to convert and open it.
Then simply click file->save as and choose ogg. format and here we are! (also I suggest unless u won't be doing anything
with the sound like changing it or do some editing I suggest u simply use the dBpowerAMP Music Converter ;), for ease of use)
So u have converted ur music into ogg, then create a folder in the mission where u r currently working on, lets say
 E:\OperationFlashpoint\Users\Charlie\missions\assault.Eden and name the folder Music, this is where we r going to
store our converted music files.
So now we will create a description.ext file in a notepad. U'll probably say, hey what a hell is this stuff?!
Description.ext is a special file created simply in notepad. It contains all the info above;
Extra information about the mission (weather, place,ect...)
Information about the player and other units (face, glasses, rank, type,ect...)
Weapons in the game and ammunition (also can be add-ons)
How to add sound or music in game! <- we'll be working with that part of file.
And many more...

Ok, now we know what a description.ext is, that means we can do some writing.
Create an empty file in notepad and write this down and then im gonna explain what everything stands for, alright.
class CfgMusic
{
   tracks[]=
   {
       jade, blink
   };
   
   class jade
   {
       name = "jade";
       sound[] = {\music\jade.ogg, db+0, 1.0};
   };
   class blink
   {
       name = "blink";
       sound[] = {\music\blink.ogg, db+0, 1.0};
   };
};
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 05 Nov 2002, 15:48:31
Simple isn't it? Ok now lets' see what we got here. First, the class CfgMusic. This defines a new class for all our music.
 Brackets like this one -> { } r very important when writing and defining classes, if u missed one somewhere the whole
file is not gonna work. The syntax in OFP is very important so pay attention to it when creating files like this one or
scripts for example which we r not going to cover here. Also semicolon is very important here, don't forget it to put it
 almost after each line except when defining a class like class CfgMusic or class CfgSounds, etc... Well in tracks u
simply define which tracks u have in ur Music folder. Now lets' take a close look at the first class jade, shall we...
   class jade <- here we define the new class for the song we specified in the tracks
   {
       name = "jade"; <- this is the name that will be displayed in the trigger-effects-music drop down menu, but we'll
 talk about this later. If u leave it blank then in the editor u'll see only an empty space.
       sound[] = {\music\jade.ogg, db+0, 1.0}; this line tells the game which music is going to be used. Don't forget that
 u have places ur music in the Music folder, that's why we write \music\jade.ogg, db+0 is the volume of the sound. If u
leave 0 then it will play at the volume u have specified in the game options and 1.0 is a pitch of the music.
};  <- and the closing brace with a semicolon showing that the definition of this class is finished
Now save this file as All files name it exactly description.ext. The common problem is sometimes people give it the same
 name, but save it as text file, which then creates a lot of problems for them. And u know why? No?! Ooh come on that's
so simple, its because the file appears to be description.ext.txt which OFP will not read, that's all!!! ;)

Well... looks like we have done the big and difficult part of the job, aren't we. Hehe, probably u r tired of reading all
 that crap, sitting at ur home and saying, oh come on man I wonna hear some music playing!!! Well don't worry we r nearly
 there. Now launch ur game and open ur mission editor(choose any island u want, I suggest desert island cos it loads at
no time). Now a simple test, to see if ur music is working. Place a unit- the player of course and put a trigger not far
away from him in the trigger choose activated by west and when present. Then u'll see a button in the lower left corner
 called Effects. Press it and a new wndow will appear. Wow!!! Look at that we got so many different thing in here, but
 all we care about now is music, so find the music drop down menu and got to the bottom until u find the name of ur song.
 Choose it and click ok, u'll return to trigger window again, don't change anything there, just press ok and preview.
 Now run in the direction of a trigger and...what looks like I hear something ain't I yeah it's the music file which
I have converted!!! Uuupii!!! I can hear it, I can hear it. Well we all did have our moments of joy when after trying
to do something difficult we finally succeed.
Well u can take a big brake, and we'll be right back with editing sounds now, stay tuned


Now I assume that u know how to create description.ext files and how to get the music in game. Now we gonna work with
sound files. Later on u will see that sounds as speech play where important role in the game. It creates a whole new
atmosphere and this gives a game a big plus, especially using speech during cutscenes.
So for this task I suggest u use the GoldWave as u can record ur voice through microphone and it saves really good to
wav. file. U'll probably ask me, why wav. file I can save directly to ogg. and don't bother myself with that crap. Well
u see why. To be able to use speech in the game u need not only ogg. files, but also lip. files which will make the mouth
of the unit move. So what u need is simple program  wav2lip converter.
U can download this program here ->  ftp://www.flashpoint1985.com/doc/wav2lip.zip
Now here we go, open the GoldWave and create a new file. Then record something using ur mic and save it as wav. 16 bit
mono, signed. It will be set by default. Now locate the folder where u have saved ur wav file and copy it by using Ctrl+C
or better cut it with Ctrl+X and go to the folder where u have placed wav2lip program. Simply drop the wav. file into
the program and in few seconds it will create a lip file with the same name.
Don't suggest u putting this program on desktop cos it won't work. Trust me.
Now u can open the dBpowerAMP Music Converter and this file to ogg. or just use GoldWave and save this file with the
same name just in ogg. format.
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 05 Nov 2002, 15:49:10
So now we r ready to go on with our tutorial. U r already familiar with the description.ext so just open the one we have
 created before. Done? Alright!!! Now write this down after the class CfgMusic.

class CfgSounds
{
   sounds[] =
      {
         speech1, speech2
      };
   
   class speech1
   
   {
      name = "speech1";
      sound[] = {"\sounds\speech1.ogg", 1, 1.0};
      titles[] = {   };
   };
   class speech2
   
   {
      name = "speech2";
      sound[] = {"\sounds\speech2.ogg", 1, 1.0};
      titles[] = {   };
   };
};

Well difficult? Not at all! As u can see its almost the same as classCfgMusic  expect here we have this line
(titles[] = {   };) It is used for stringtable.csv which we gonna cover a bit latter, but u don't really need to do
stringtable.csv for sounds, its up to u.
So now we r set and ready to go. Put ur converted ogg. files and lip. files in the Sounds directory. Open the editor
and put a trigger again or use the existing one if u have saved the mission about adding music. Now do the same go to
effects, but not music! But voices drop down menu. At the bottom as well u'll see ur files. But we r not going to use
 triggers for speech. U can either use waypoints if u have only one speech like man comes to the Officer and tells him
something. That's all, in all other cases we use simple script and use the command line unitname say "speech1".
That's all, this simple.

Since u already know how to create ur own speech, work with description.ext, etc... we just gonna jump right down to the
point of making everything look and sound good. Ok lets say u already have a sound file which u recorded at 11025 - 44100Hz
Frequency, 16 bit, mono, Constant or Average bitrate. (Note: the lower the settings the crappier the sound will be, so feel
free to tweak all the stuff)
Since now we have our ogg. file we gonna use Excel a bit to create a stringtable.csv which is also can be used for sounds,
but the truth i never did it for sounds cos..... i just didn't do it and it doesn't matter whether u have it or not the
choice is urs. But anyways the stringtable should look like this
Language      English      <- here we gonna write what every radio
                  file contains (BIS did the same for sounds, i don't)

Comment            ---stuff---
STRD_D01v01      Butthead u dumbass         <- write what the original radio file contains
STRD_D01v02   R u threatening me? Im the great cornolio i need TP for my bunghole   <- same here
STRD_D01v03   Beavis, erh Beavis, shut up!       <-same here
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 05 Nov 2002, 15:49:42
As u have noticed i began using the BIS stile which is better and more convinient for me and i don't mix up anything like i
did before. STRD is simply an abriviation (string something...), u can write whatever u want but the main body of the name
in this case D01v01 should be the same as the ogg. file in sound directory which is d01v01.ogg - Upper or lower case letters
don't matter here, so don't worry much about it. So for instance u can have charlie_Green01 or papaBear_Advise or anything u
can think of, any name as long as its easy and convinient for u (note: don't forget to save the file named as stringtable
and from "Save As" drop down menu choose CSV (Comma Delimited) and voila. Ok then looks like we almost set, just few more
tweaks with description.ext and we r ready to Lock&Load.

class CfgRadio
{
   sounds[] =
   {
      R01v01, R01v02
   };

   class R01v01
   {
      name = "R01v01";
      sound[] = {"R01v01.ogg", db+40, 1.0};
      title = $STRD_R01v01;
   };
   class R01v02
   {
      name = "R01v02";
      sound[] = {"R01v02.ogg", db+40, 1.0};
      title = $STRD_R01v02;
   };
};
Alright lets do it quickly, cos u r familiar with most of the stuff from music&sound example.
sounds[] = {   R01v01, R01v02   };  <- radio sounds which we have
class R01v01     <- create class for the first radio file
   {
      name = "R01v01";    <- name...says it all
      sound[] = {"\sounds\radio\R01v01.ogg", db+40, 1.0};   <- directory where file is, its volume and pitch.
      //note that u can create another folder in sound folder, called radio and place ur radio files there or
         have them in the same folder with sounds, therefor u would write
      sound[] = {"\sounds\R01v01.ogg", db+40, 1.0};
      title = $STRD_R01v01;      <- for stringtable.csv to read
   };

Ok so now we r done with description.ext, almost there, just few more tricks and u r set.
Alot of times people ask how to use Papa_Bear or Base or Airbase, well its simple and the answer is right here
This is what u have to do
[west, "Base"] sideRadio "black_02";
[west, "HQ"] sideRadio "02r1"; <- HQ, Base and Papa_Bear no matter what u'll type u will always get Papa_Bear radio message
[west, "AirBase"] sideRadio "R01v02";
aP globalRadio "R01v01";     <- these r simple commands on how to make someone speak on the radio
aP sideRadio "R01v02";      <- same here, but side radio is only for units on ur side, enemy units won't recieve it
Well, well, well looks like u made and i guess i'll have to say that, thats it for today folks. Now u should have a strong
background and knowledge on how use ur own music and sounds in game, how to create description.ext and stringtable.csv,
use programs like GoldWave and dBpowerAMP or others if u don't feel comfortable with these onse. Well guys to tell u the
truth now I am tired like hell. So here we r that concludes our tutorial for this time, hope u enjoyed it and happy
music and sound editing. Thank you for reading this so called "trash" should i say :D have fun and ill see ya around,
cheers!
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 05 Nov 2002, 16:41:06
Oh and here r just couple of tricks u can do with the sound and music
;small script for looping music or sound
_i = 0;
#loop
_i = _i + 1
playmusic "name of ur song"
~70 - the length of the song
? (_i <= 5): goto "end"
goto "loop"

#end
ForceEnd

If u want the music to come out of the radio or anything else
u should make ur ogg file with the same specs as u do for sound, then we place a radio in the editor and write
this exec "music.sqs" and now we'll write a music.sqs file.
So lets say that the length of ur music file is 1:20, so u'll write
in the notepad like this

#loop
_this say "name of ur song"
~120 - //the actual lenght of the song, we use it if u want the song to loop over
goto "loop"

Well that should bring some more fun to ur mission, well thats all, cheers ;)
Title: Re:Music&Sound&Radio tutorial
Post by: Sui on 06 Nov 2002, 00:27:12
Now here's someone who knows how to make an entrance ;)

* Muffled sounds of Sui taping Navy_Seals to the top of the forum

There we are... ;D

Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 06 Nov 2002, 00:39:03
Thanks alot Sui and yeah its good to be back..........so much changed, all the new stuff, just like breathing new air lol. Anyways if u got any questions or suggestions guys, go ahead, ask'em, :D
 :beat: :joystick:Cheers
Title: Re:Music&Sound&Radio tutorial
Post by: red devil on 09 Nov 2002, 21:11:30
Hey Navy I missed u i bet u dont remember me but u helped me loads back in the day good 2 c ur back spredin the love c ya the Red guy
Title: Re:Music&Sound&Radio tutorial
Post by: long distance snip on 20 Nov 2002, 01:15:33
hey navy seals, cool tut but i have a question.  I did everything you said but the title doesnt show up in the music directory.

class CfgMusic
{
  tracks[]=
  {
      good, good
  };
 
  class good
  {
      name = "good";
      sound[] = {\music\good.ogg, db+0, 1.0};
  };
  class good
  {
      name = "good";
      sound[] = {\music\good.ogg, db+0, 1.0};
  };
};

please help!
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 20 Nov 2002, 04:37:16
Well first of all a question for u, why do u have two classes with the same name and everything, i think that this might be the problem, though i never experienced anything like this cos i never had the same class, name, etc...
Anyways try renaming it to anything else u want and see if it works, if not well see whats the problem then, cheers ;)

P.S. red devil, nah i havent forgoten u man, i remember how u were moking with one mission where US guys where on patrol and u wanted russkies to surrender to them as soon as they saw them or something like that.... *mumbles...*
Ahem, yes anyways thanks for the welcome and see ya around, cheers ;) :joystick:
Title: Re:Music&Sound&Radio tutorial
Post by: Shashman on 20 Nov 2002, 14:58:43
Hi Navy Seal! ;D
That's a really well made tut you did there! ;)But I got a prob   ???...
here's what my description.ext file looks like :

class CfgMusic
{
  tracks[]=
  {
      forever
  };
 
  class forever
  {
      name = "forever";
      sound[] = {\music\forever.ogg, db+10, 1.0};
  };
};
I created a player and a trigger,but in the trigger's music drop down menu I don't see my music  :'(
I followed what you said to the word,so I'm really confused and disappointed(not with you of course ;) )  :'(

Title: Re:Music&Sound&Radio tutorial
Post by: long distance snip on 20 Nov 2002, 18:02:58
I changed the .ext file so it looks like shashman's .ext but the same things happens to mine.  Please help!
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 21 Nov 2002, 19:52:46
Ok people, the truth is i really have no idea of what u r doing wrong now, except maybe that u saved ur description.ext file in txt. format, thus it looks like description.ext.txt which of course wont work, but if its not this, then when i get back home ill make a small mission with music, radio, sounds and stuff and put it for download, this way ull check urs files with mine and see what u r doing wrong, besides that im really out of ideas, sorry  

Cheers ;) :beat: :joystick:

P.S. Ohh while havent forgot, next time please provide more info like whats not working and what kind of error messages u get and what they say and so on, this way it'll be easier to figure out whats the freaking problem is
Thanks  :wave: :hmm:
Title: Re:Music&Sound&Radio tutorial
Post by: Tomb on 22 Nov 2002, 03:48:50
  :afro: wassup navy!  :thumbsup:

 Like yer tutty-nutty, maybe a bit more nutty than tutty, though  ::) ;D ( ;) )


I've got a tiny detail to add/correct re. the size of .ogg's in OFP

=======================================
Quote
Also I have discovered that the most file size u can have is
3 megs maximum. But I have succeeded to have a file of 3.2 megs. Don't know why, but if u'll have files bigger then this
limit, don't start screaming and banging ur head on the table and checking files and stuff. Just simply try to avoid this
limit, alright, let's see what we have got here...
=======================================

I've been using music files at 4.3 MB and even more  :o :) so maybe it's just yer sound card  :P

SoundBlaster LIVE or so ?!  ::) ;D (j/k right)

Well, just thought I'd like to add this - we wouldn't wanna miss out a great song just because of
a misunderstanding  :) :-* yeah, that'll be it...

oh...  ::) one more thing: howsabout cutting down this tut to, say 50% of the text above  :o ;D

Som'n like :

--------------------

==========================================================================
How to add your own music of choise to your missions in OperationFlashpoint :
==========================================================================

Music / Sound in OFP is either WAV or OGG - these are the supported file types; you can't use ".mp3" music files in OFP.

This is the ultra-short OFP-MUSIC TUT, so hang on tight now, and don't think - just ask ONE question....

How can I create my own .ogg files so that I can hear my favourite music in a mission, e.g. when I drive a car?

==========================================================================

1. Download "dBPowerAMP Music Converter" HERE (http://www.dbpoweramp.com./dbpoweramp.htm).
    This Music Converter simply allows you to convert files from, say your own audio CD track to a ".ogg" music file.
    Save the downloaded music converter by selecting the ( by yourself - ) pre created folder:

   C: / Programs / "dBPowerAMP" <----THIS ONE

 Once this is downloaded, grab one more thing (the ".ogg" converter plugin) which is avaliable HERE (http://www.dbpoweramp.com/codecs/dBpowerAMP-codec-ogg.exe)

 In short:  Download and install the applications - first the converter, then the plugin (both are needed).

==========================================================================

2.  Run the music convertor application. Select the file you want to convert and click the "open" button.

     A small window appears indicating what format you want to convert the file to. If you installed the ".ogg codec" plugin
     correctly you will see the "OggVorbis" option. Select it and then a larger window appears that allows you to specify
     parameters for the destination as well as where you want to save the .ogg file.
     You need to use the following parameters in order for the .ogg file to work with OperationFlashpoint :

     Set the conversion settings to:

   stereo
   Bit rate 128kbps
   Encoding = "Constant Bitrate"
   Frequency = 44100hz

Now choose the folder where you want to save your file and click "convert", simple as that !!!

Then create a NEW folder in the mission folder you're currently working on.
Say, you have a "Malden-island" mission called "assault", then it would be in a folder named :

   OperationFlashpoint / Users / YourName / missions / "assault.Eden" <----THIS is your mission folder (Eden is = Malden)

 Create a new folder in here and name the folder:  Music

this is where we're going to store our converted music files.

-----------------------------------------------------------------------------------------

So, now we will create a "description.ext" file in notepad.

Create an empty file in notepad and type in this:

-----------------------------------------------------------------------------------------
class CfgMusic
{
     tracks[]={ TMB_track_1 };   (Replace "TMB" with your own tag of course, heh...)
 
     class TMB_track_1
     {
         name = "City of Angels";
         sound[] = {\music\TMB_track_1.ogg, db+0, 1.0};
     };
};
--------------------------------------

when defining a class like "CfgMusic" you simply define which tracks you have in your Music folder.
Now, lets' take a close look at the first class "TMB_track_1": here we define the new class for the song
which we specified in the "track" class (shown below) :
  {
      name = "City of Angels";
   };

 this is the "name" that will be displayed in the F3\trigger\effects\"music" drop-down menu.

db+0 is the volume of the sound. If you leave 0 then it will play at the volume you have specified in the game options.

The 1.0 is the pitch adjustment option of the music file.

Now save this NotePad file: Select *All files* and name it "description.ext" (without the quote marks) and save to :


   OperationFlashpoint / Users / YourName / missions / assault.Eden  (your mission folder, remember?!)

 Yeah, thats it. Now you can select the "City of Angels" track from any trigger's "Music" menu in the mission.

----------------------------------------------------

PS. this was just the music part of the TUT  :)

yanno... ease up the reading for ppl and stuff like that  :-*
(well, just a suggestion...prolly not bug free but wtf.)

CYA  :cheers:







Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 22 Nov 2002, 14:59:28
Hey Tombs, thanks for the input and yeah a agree, u can have a bigger file than 3 megs, probably my old computer was screwy, ima change it, thanks.
And about the tut being long, well the truth is, everyone was complaining back those days when we still had old ofpec, saying that the tuts aint detailed, always something's missing, bla bla bla u get the picture, so this is like completly for newbs who dont know how anything works and stuff like that, but hey  ::) :P if u want to write ur own, go ahead...  :D
Well thanks again for the support and good to see ya d00de  :afro: :beat: :thumbsup:
Title: Re:Music&Sound&Radio tutorial
Post by: Tomb on 22 Nov 2002, 16:00:36
neah man, don't wanna make a sound tut  :P ::) ;D

I just copy/pasted yer stuff and removed the "NOT" parts, so to speak  :afro: ;D

nevermind 'bout it, m8  :-*
(execpt from the file length issue, thats important)

CYA  :cheers:

Title: Re:Music&Sound&Radio tutorial
Post by: Shashman on 22 Nov 2002, 17:43:22
 :hmm:Hey,Tomb: I think the tut's really well made,it's exactly what I want from a tutorial,it's well detailed and clear..don't really get yer argument..hehe..Cos some ppl can't be as*ed to read it should be shorter? :-\lol
But anyway,Navy,I don't get any error messages,the music just DOESN'T appear in the music part of the trigger's effects menu...I REALLY don't understand what the prob still is..I mean I've followed like 4 different sound tuts and I've had preobs with each one...Some of them I get a message saying "Music not found" when the trigger's activated,and the others,well I get the same prob as with yours,i.e the music just isn't in the trigger's effects menu.. :-\ ???hmmmm
 

:help: :hmm:
Title: Re:Music&Sound&Radio tutorial
Post by: Tomb on 23 Nov 2002, 13:18:51

Quote :


...don't really get yer argument..hehe..
Cos some ppl can't be as*ed to read it should be shorter? ...

-----------------------------------------------------------------


Nope!  ::) my argument was this simple thing :

everything TUT'like should be made with ALL kind of ppl in mind;
the goofyheads, the philosophers and those who can't read (english) very well.  :-*

 :) that's all, m8

navy's TUT has it all, except he has alotta 'talking' included  :P ;D
so his TUT becomes a bit long - not because of extended info

but because of....  :o WORDS  ;D


But hey - take it easy man, as I said up there; my real point in posting was to
comment & correct the issue about a music files length  ;) the rest is just babel  ::) 8)
navy's TUT is very good and especially for n00bs, so we should all give him
some good feedback - not for the sake of criticism but to feed him back!  :cheers:

PS. speak of feeding and additional info.
     I belive it's possible to convert DIRECTLY from a CD audio to .ogg
     so I'd recommend ppl to do this, as it is much faster than if you would
     convert an already (on your hard drive) existing music.wav/mp3 file  :)

 it's the "DMC Audio Input.exe" by the way  :thumbsup:


right, that'll be it  :-*

Title: Re:Music&Sound&Radio tutorial
Post by: 1stJemHadar on 26 Nov 2002, 23:03:57
Well, I was wondering. How do I play music from a script in a cut scene?
The score (Resistance track 1a) I wish to play is all ready in the game, it comes with OFP: RES.
Title: Re:Music&Sound&Radio tutorial
Post by: PsyWarrior on 26 Nov 2002, 23:26:13
Qu'apla!
     The code you need is:
Code: [Select]
PlayMusic "RTrack1a"or if you want to define the starting position of the track:
Code: [Select]
PlayMusic ["RTrack1a",30]will start the track 30 seconds in. change to whatever you like.

REMEMBER:Obediance brings Victory, And Victory is Life!
 ;D

=============
PsyWarrior
------------------
Qa'HoH!
=============

Title: Re:Music&Sound&Radio tutorial
Post by: 1stJemHadar on 28 Nov 2002, 20:15:33
Great!!  ;D
Thanks.
Title: Re:Music&Sound&Radio tutorial
Post by: long distance snip on 02 Dec 2002, 02:36:07
ok just to make sure im doing this right, can anyone walk me through the process of saving a .txt file to a .ext one?
Title: Re:Music&Sound&Radio tutorial
Post by: mcnorth on 02 Dec 2002, 04:03:53
so have you done anything with the CfgSFX class? If so can you share with us what the parameters following - sound1[]={"mg.ogg" - and - empty[]= - in the following example?

I know it has something to do with delay, repeat and randomizing but I don't know HOW!

Thanks, its good to have a wiz or two out there.

class CfgSFX
{
   
   sounds[]={"mg"};

   class mg
   {
      sounds[]={"sound1"};
      name="mg";
      sound1[]={"mg.ogg",0.100000,1,0.500000,0,2,5};
      empty[]={"","","","",1,5,3};
   };
};
Title: Re:Music&Sound&Radio tutorial
Post by: Scarface2002 on 05 Dec 2002, 01:19:58
Thanks for the tut, it's way cool to make your own "tour of duty" maps and get on a chopper with "paint it black"playing on the background.....

Back to scripting.....
(http://www.smilies.nl/rough/fal.gif)
Title: Re:Music&Sound&Radio tutorial
Post by: Messiah on 06 Dec 2002, 19:30:11
NAAAAAAAAAAAAAAAAAAAAAAAAAAAAAVY

hey dude, how the hell are u? jeeze its been a while since i spoke to you mate...

how did the move to canada go? hope everythings is good with you and mate, yet again, this tute is great - really helpfull to both noobs and vets alike.

take care

:thumbsup:
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 08 Dec 2002, 16:50:53
Whoooohoooo MEEEESSSSYYYY

How r u man, damn yeah its been a long time bud, glad to see ya  ;D I was told that u've gone forever, cos u had more important things to do bla bla bla..... Yeah canada is great, everything is cool so far, living well, found a part time job so have some cash  :P
Anyways, nice to see ya again old budy old pal, talk to u soon and take care d00de
Cheers :beat:
Title: Re:Music&Sound&Radio tutorial
Post by: Messiah on 10 Dec 2002, 21:11:02
lol, well kinda, i had to retire from staff duties since my time as suddenly become very tight... this is like the first time ive been on since september.

all is well and ive been playing around with the new NAM pack... so its all good fun.

nice to hear everything is well in canada matey, and i'll see u around.

Title: Re:Music&Sound&Radio tutorial
Post by: crow on 16 Dec 2002, 09:47:43
I have a question and suggestion.  The question is does anyone know if there is a list of the voice files and what they say?  I have the list for 1985 but not Resistance.  Just in case I am not making any sense this is an example of what I am looking for.
Quote
Sergeant BERGHOF 00v06a Soldiers, it's time to see what you're made of!
The suggestion is to add this list to the tutorial for people to use these files.  It would help to keep the size of missions down a little.  Great tutorial gentlemen!!
 :cheers:
Title: Re:Music&Sound&Radio tutorial
Post by: Von Drinkoften on 08 Jan 2003, 20:59:18
 :'(

I have a problem.
Ive been trawling the boards and picking up info for a couple weeks now and messing around with the mission editor.......and im glad to say that most of my ......ahem...creations turn out and work the way a want.......more or less  :-\
Anyway........was looking at the editors depo on editing music. Ive DL`ed  and installed dB Poweramp and the ogg codec.
Now ive successfully converted my song from MP3 to .ogg format

It currently is 4.07mb's and called        acdcblood.ogg
 (converted to 128kbs .......44100hz as per instructions.........lol .......i hope  ::) )

Anyway created a folder in my \user mission   named testmusic         and set a trigger 500X500 West present.
I followed Navy Seals egsample exactly.......ie:

Create an empty file in notepad and write this down and then im gonna explain what everything stands for, alright.
class CfgMusic
{
  tracks[]=
  {
      jade, blink
  };
 
  class jade
  {
      name = "jade";
      sound[] = {\music\jade.ogg, db+0, 1.0};
  };
  class blink
  {
      name = "blink";
      sound[] = {\music\blink.ogg, db+0, 1.0};
  };
};


Anyway all i got from that was two listings at the bottom of Effects\ Music list under trigger     "Jade" & "Blink".......wouldnt play my song :(

I was thinking (right or wrong) that the names "jade" and "blink" would have to be changed to "acdcblood"    however that didnt work either

Anyway its knackerd......could sum1 plz put me straight?
Or put it in "english for idiots" so i can follow  ::)

Any help would be greatly appreciated  ???

On final note.....i have a yellow folder called        music,  and a 2nd file (notepad) called description.ext (notepad file).........both are empty now and rdy fot possible future instructions.

Cheers all  :-\ :'(
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 11 Jan 2003, 17:42:43
Ok guys i have made a small mission u can grab it here (its not complete, cos i didnt spend much time doing it) http://ofptf.ofprc.net/hosted/NS/DropZone.Abel.zip (http://ofptf.ofprc.net/hosted/NS/DropZone.Abel.zip) just check the read me file. Ohh yeah and if after that u will still have problems then excuse me!!! but i dont know then what r u doin wrong, okAY!
Cheers  ::) ;) :P
Title: Re:Music&Sound&Radio tutorial
Post by: Tomb on 11 Jan 2003, 20:08:46
:'(

I have a problem....

...I followed Navy Seals egsample exactly...


=========================================

LOL, navy_pal, ya shouldn't need to put up samples - it works great 'as is'.  ;D

@ Von Drinkoften :  Try and lower down yer alchohol consumption a bit.... that MUST be it!!!  ::) ;D

navy_seals' tutty works just fine, bullet proof (yes, I've tried it)  ;) 8)

PS. the LENGTH of a music file DOESN'T MATTER!!!!!
I noticed that you put up notes about this, von D.  :) as if it could be a probby.
But I assure you, it ain't  :-*

Try again! is all I can say.
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 12 Jan 2003, 16:15:06
Hey Tomby  ;D yeah i know that it all "werks" great, but since peeps still cant figure out how to do it i thought a little example would be fine.

Quote
navy_seals' tutty works just fine, bullet proof (yes, I've tried it)

:thumbsup: :beat:

Anywwwaays!!! If ya all folks r having any probs just post'em here and try to be more careful when writing desription.ext and stuff. One mistake and nothing works and of course u blame it all on me and my "FrEaGiNg" tutorial.  :P ::)

Cheers  :joystick: :hmm:
Title: Re:Music&Sound&Radio tutorial
Post by: Tomb on 13 Jan 2003, 01:03:15
lol.

 ::) but its true, though: one missing semicolon & it all blows!  >:( ;D  :noo:


 :D A hint to all ext.n00bs : copy/paste an already made description.ext and simply overwrite the
titletracks with yer own titles ( + the other details mentioned in the tute ).


Then, by time, you can easily make up a music/sound folder all alone after having
done some trial & error fiddlings with overwritten music folders  :-*

Title: Re:Music&Sound&Radio tutorial
Post by: EFC-MajinBu-IT on 16 Jan 2003, 20:19:01
I'm making a single player level and im trying to make an officer brief the squad while he is standing still in front of me (im just a man in the squad). So i made some sentences with Gold Wave using my mic. I can make him say the first sentence but i cant figure out how to make him say the other sentences after the first one. (I can make separate people say the second or third sentence). ???
I read the tut part about the lips that move according to the words but i dont understand how to apply that "unitname say "speech2" thing. Where exactly do i have to type this? Anyway how do i make the officer say the other things?

PS: Navy_seals really great tut, it opened my eyes on flashpoint editing! thx man!   8)  ::)
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 17 Jan 2003, 15:44:40
Well its pretty simple. Here.... ill show u how its done.

Lets say u have 5 different speech sounds which u recorded using ur mic, and they r all working in OFP and stuff.... Ok lets say that the guy who u want to speak, we will name him Sarg1
Now open notepad and do the following->
unitname say "speech name" Just a basic to remind u how to make the guy speak, u dont need to copy this.

Sarg1 say "sargTalk1" <- we make the guy speak
~6 this is the time interval, so it tells the game to wait 6 seconds until the next line is going to be executed.

So lets say that u have sound files with length of 6, 8, 3, and 5 seconds and u want them to be in the same order.
Sarg1 say "sargTalk1"
~6
Sarg1 say "sargTalk2"
~8
Sarg1 say "sargTalk3"
~3
Sarg1 say "sargTalk4"
~5
on so far and so on....
Now we save it as Sarg1.sqs and in the editor we type this exec "Sarg1.sqs" in the initialization field of the guy whos gonna do the talking.

Well thats basicly it, and i hope u know that the time is not exactly correct, i mean the sound file can be 4.3 seconds or 5.6 so all u gotta do is just tweak those numbers and also i suggest u add abit more time to the script then the original sound is cos otherwise it will be so fast, just like in one sentence :P
So instead of 6 seconds just add 6.5

Cheers ;)



Title: Re:Music&Sound&Radio tutorial
Post by: EFC-MajinBu-IT on 17 Jan 2003, 16:23:51
great! thx man but if i would like to add some text at the bottom?
do i just edit the .sqs? ::)
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 17 Jan 2003, 23:50:57
Yeah u do it right in the sqs, if for instance u want the text to display at the same time the guy is speaking, then add this line

Sarg1 say "sargTalk1"
TitleText ["Type ur text here", "Plain Down"]
~6

or something like that lol :D

Cheers ;)
Title: Re:Music&Sound&Radio tutorial
Post by: EFC-MajinBu-IT on 19 Jan 2003, 10:09:14
 ;D ;D ;D
cool man! This level is coming out really great. Greater than i expected! This forum really helped me a lot. Thx forum team and Navy Seals!
Hehe only thing i need now is another voice :) i already talked too much in the game. lol


PS anyway is there a way to make a group of soldiers paradrop in the field and make them join my team? (im trying to make the plane start in the air without having it to takeoff first, also because the airport is in enemy hands! lol). But the plane mustn't be in one of the two teams either.

Cheers  again! 8) ;D ;)
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 19 Jan 2003, 20:25:09
Yes there is a way, but im not gonna tell u how to do it, not here(this is the forum related to music, sounds and camera scripting). U should ask this question in general forum, and about paradroping u can download my sample mission and there are several scripts which use paradroping, so u can freely take em

Cheers ;)  ::)
Title: Re:Music&Sound&Radio tutorial
Post by: fragger on 02 Feb 2003, 14:05:14
                                     :help:
Plz help me! Iv been trying to convert my wav files to lip, but when i drag it into the wavetolip file it just ignores it.
even though iv changed it to 16bit mono.
I can change it to ogg, and it works, but it dosnt work with the wavetolip. ???
Title: Re:Music&Sound&Radio tutorial
Post by: fragger on 02 Feb 2003, 14:26:36
 :'( :'( :'( :'( :'(
i use windows xp. i dont think wavtolip works with xp.
does this mean im stuck?
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 02 Feb 2003, 16:01:19
Well to tell u the truth im not sure, but i think that it doesnt work with XP version, why... well i dont know :P
Try putting it in a folder without spaces, something like that -> C:\Wav_converter or C:\Converter cos if u type C:\Program Files\Converter - program files contains a space in between thus it wont work.

Cheers ;)
Title: Re:Music&Sound&Radio tutorial
Post by: Knut Erik on 02 Feb 2003, 16:59:56
Well to tell u the truth im not sure, but i think that it doesnt work with XP version, why... well i dont know :P
Try putting it in a folder without spaces, something like that -> C:\Wav_converter or C:\Converter cos if u type C:\Program Files\Converter - program files contains a space in between thus it wont work.

Cheers ;)


Nah! That does not work. You must put the WaveToLip in your C:\ folder. Just C:\
Then it workes! It did work fine for me...
Title: Re:Music&Sound&Radio tutorial
Post by: Knut Erik on 02 Feb 2003, 17:04:50
Bah!! I dont get the Sounds to work. The sounds show up in the voices menu on effects, but there is no sound!!
I wrote this.

this say "phone1"

Nothing happened. The text I wrote in the stringtable.ext was there and the man's lips was moving, but there was no sound!!

Can anyone please help me???
Here is what I have writen in my decription file.

class Phone1{name = "Phone1";sound[] = {"Phone1.ogg", 40, 1.0};titles[] = {0, $STRM_Phone1};};


Please help!!!  :'( :'( :'(
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 02 Feb 2003, 18:10:28
Well from what it appears to be u have created ur wav file, made a lip file, then put it in the sound folder but either forgot to put the original ogg file in the same folder or just forgot to convert it. Just check it, the ogg and lip file should be in the same folder, not the wav file. U use wav files only to record ur speech and then to be able to make a lip file thas all  ::)

Cheers ;)
Title: Re:Music&Sound&Radio tutorial
Post by: fragger on 02 Feb 2003, 19:20:05
 ;D ;D ;D ;D
yeees!!!!!!! its workin now!!!!!
thankee very very much for all the help guys!
now at last i can put sounds in my missions!
Title: Re:Music&Sound&Radio tutorial
Post by: Sui on 03 Feb 2003, 00:39:19
Wav2lip does work with XP....

Make sure the directory you put it in has no spaces... eg:

C:\wav2lip

C:\utils\blah\blah\wav2lip

Not:

C:\Program Files\wav2lip
Title: Re:Music&Sound&Radio tutorial
Post by: Knut Erik on 03 Feb 2003, 14:00:59
No, no, no!
I'm sorry. I wrote wrong the last time. What is happining is.
The sound appear in the effects list, but nothing happens. The text appear, but the guy is quiet and the lips is not moving. The .ogg files and .lip files is in the "sounds" folder in the mission folder.
Title: Re:Music&Sound&Radio tutorial
Post by: Black_Feather on 03 Feb 2003, 17:19:03
The .ogg files and .lip files is in the "sounds" folder in the mission folder.

Sounds you say? Try renaming the folder sound, also make sure your sound is more than a second in length, flashpoint can have trouble playing short files.
Title: Re:Music&Sound&Radio tutorial
Post by: Knut Erik on 03 Feb 2003, 20:04:48
Yeah! Now it did work!!
Thanks a lot!!  
;D ;D ;D ;D ;D ;D ;D
;D ;D ;D ;D ;D ;D ;D
;D ;D ;D ;D ;D ;D ;D
;D ;D ;D ;D ;D ;D ;D
;D ;D ;D ;D ;D ;D ;D
;D ;D ;D ;D ;D ;D ;D
Title: Re:Music&Sound&Radio tutorial
Post by: red devil on 25 Feb 2003, 18:07:01
hey guys, remember me? No dint think so  ;) well I got the sound workin a while ago thanks to the 'sound God' (Navy_Seals) but I am havin 1 prob with loopin it, I have this script but It doesnt work, I think that its sumthing to do with the lenth bit  :'( please help me. Here is the script: -

_i = 0;
#loop
_i = _i + 1
playmusic "battlebh"
~70 - 70
? (_i <= 5): goto "end"
goto "loop"

#end
ForceEnd

I think I may have missed a line also?
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 27 Feb 2003, 18:32:43
hey guys, remember me? No dint think so  ;) well I got the sound workin a while ago thanks to the 'sound God' (Navy_Seals)
;D :P ::)

Hey red, yeah i remember u, long time man. Anyways i think i see where is the problem

~70 - 70  Get rid of  - 70, it should be just ~70
? (_i <= 5): goto "end"

So what it appears u did, is wait 70 seconds minus 70 seconds which is 0. So the music couldnt even start, it looped through the whole script in few seconds and exited. Try it, its gotta work
Cheers ;)
Title: Re:Music&Sound&Radio tutorial
Post by: trav58 on 12 Mar 2003, 01:58:33
Well, can you get the music to show up in effects with the old nasty version of Flashpoint 1.2 or whatever cause ive never seen it do that. anyhow iv'e can get one music file to play using a script and the playmusic "musictitle" thingy the only problem is that the only music file i can get to work is a music file i got out of an example mission so i guess my problem lies in the conversion process or something i use DbPower amp and tried a crap load of others none worked for playing in operation flashpoint but i can play them like in winamp or something and of course i used all the right parameters for conversion and what not so if anyone has any ideas about this id like to hear from you. ???
Title: Re:Music&Sound&Radio tutorial
Post by: bmgarcangel on 13 Mar 2003, 01:48:58
hey navy seal,
I need help with one thing.  Now, I know how to get all that sound and crap but the cfgRadio thing has me stumped.  were is the sound for the radio when you go to a trigger.  
And one other thing.  how do I get lips moving with the lip snyc thingy.  
email me at bmgarcangel@yahoo.com to reply to me.
Brendan G.
Title: Re:Music&Sound&Radio tutorial
Post by: Reborn on 04 Apr 2003, 21:50:02
ok all tuff one for ya lol for me anyways i want to add a song file and a rotating camera view to rotate over the battle field for like a Coop or a CTF or whatever....now, how can i do this????your help will be very very appreciated
Title: Re:Music&Sound&Radio tutorial
Post by: Shaggy on 18 May 2003, 21:29:25
Hi everyone I am new to this forum. I am currently working on a MOD for OFP CWC. I am going to design my own 3D Models/World/Guns and of course  "Sound effects and Music". It will be like what Counter-Strike is to Half-life, under the same game but an addon. I have a problem whilst reading Tombies tut (which he corrected navy seals tut). Instead of uing notepad I use "edit" which can be ran from Start Button/Run then type in "edit". This is better than notepad as you can save it as anything you want. I inserted the following text into this program:

class CfgMusic
{
     tracks[]={ SHAGGY_Track1 };  

            class SHAGGY_Track1
                 {
                          name = @Predator-Main Theme@;
                                   sound[] = {musicSHAGGY_Track1.ogg, db+0, 1.0};
                                        };
                                        };



I copied and pasted Navy Seals code and tried it, to find that it doesnt work. Then i copyied and pasted Tombies, only to find that OFP will not work anymore. Windows Prompt me with the following error message:

Cannot memory-map file 'Campaigns\1985.pbo'

Could you help me with both of my problems if it is okay?
I am aiming to get this Mod up and running around Spring 2004 and I really dont have time because I have to create the 3D models of the predator, and the other characters. I also have to learn MAYA the 3D model creator which can be found with a game called UT2003. Milkshape seems to be old so I am going for a newer program. :)

This sound file was to be apart of a cinematic. Its the scene where arnie and his crew aer arriving in the chopper to meet the general. After he get out of the chopper (while smoking a cigar, he will get into a jeep and go over to the general and talk to him). This Mod will be based entirly on the movie and of course a few additional extras. I will be creating it myself probably with the help of my friends at some point. (My friend already knows how to create 3D Models)


Thanks in advance.
Shaggy
Title: Re:Music&Sound&Radio tutorial
Post by: Shaggy on 19 May 2003, 21:04:31
Its ok i got that error sorted out but i still need help with the ext file
Title: Re:Music&Sound&Radio tutorial
Post by: Shaggy on 26 May 2003, 22:18:17
This isnt a very helpful forum...no one has replied :(
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 27 May 2003, 18:38:58
Hey there Shaggy man, sorry but i dont come here as often as i used too :P And after seing u say its ok, few days ago i just figured that all was cool hehe. Anyways ill look into ur problem later today cos im kinda busy right now.
Cheers ;) :joystick:
Title: Re:Music&Sound&Radio tutorial
Post by: Shaggy on 29 May 2003, 18:59:11
Ah navy seals.....

..no problem man, nice one :)

I dont want to be a pain but i was starting to think that this thread was closed.

I thank you in advance. And thank you for replying

 :cheers:
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 02 Jun 2003, 18:38:28
Ok lets see here. First i suggest u change the names u use in description.ext to something like this

class CfgMusic
{
  tracks[]=
  {
      song1
  };
 
  class song1
  {
      name = "song1";
      sound[] = {\music\song1.ogg, db+30, 1.0};
  };
};
Didnt work?! Make sure that the file is in the right directory and that the folder is named properly. So if u say that its in \music\song1.ogg directory then check if ur folder is named Music and is in the mission folder.
Didnt work?! Then check the sound file itself. Make sure that it is converted at Frequency 44100Hz, 128kbps Bit Rate, 16 bit, stereo, Encoding - Constant Bitrate!!! I suggest u use dbPowerAMP simple and easy to use and does the job well.
Didnt work?! Well then i guess ill have to check ur mission, sound file, description.ext and everything that u r doing. Another alternative is i can make a simple small mission and u can go from there. Check the description.ext with urs, try playing ur sound file in the mission. SO if its not gonna work then ull know that u havent converted it properly.
Well besides that, i think is all im gonna have to say for now. Let me know if u r experiencing any problems and what kind.
Cheers ;)
Title: Re:Music&Sound&Radio tutorial
Post by: beowulf2014 on 03 Jun 2003, 06:38:30
Question:
 I have created a looping script that plays music when when the vehicles dammage is below half...but it keeps looping even when vehicle is repaired....could someone plz help me to figure out how to stop this?

the vehicles are _this....in other words no named cause its running off of a respawn as well..thanx ;D
Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 03 Jun 2003, 14:50:36
Lets see if i still remember this hahaha.
In ur loop before it goes to the starting point to play music, put this.

? getDammage _this > 0.5: 5 fadeMusic 0

Well something like that. And i think u should ask this question in the general forum. Ull get more replies.

Cheers ;)
Title: Re:Music&Sound&Radio tutorial
Post by: Shaggy on 05 Jun 2003, 03:17:23
Navy Seals, sorry man. I am still having trouble, I was wondering if you have some time on your hands as you said, could you make a small mission with the sound file in it and either upload to your website (if you have one) or email it to me? I will post my main email address on this if you wish to send via email.

:cheers:

Title: Re:Music&Sound&Radio tutorial
Post by: Navy_Seals on 06 Jun 2003, 14:41:14
Hey Shaggy i think i did a mission a while back and poste it here, should be on page 3 of this tutorial, but if u cant find it then here is a direct link http://ofptf.ofprc.net/hosted/NS/DropZone.Abel.zip
Well its nothing fancy, besides i did it like 4 month ago or so :D but it should do just fine. Well let me know if everything is cool
Cheers ;)
Title: Re:Music&Sound&Radio tutorial
Post by: Shaggy on 08 Jun 2003, 22:36:58
I dloaded that a while ago of you when you posted about it on the forum. It never worked because the addons .....i never had  :-\

And i cant find them anywhere. And i have the Ultimate Addon pack  ???

Sorry to put you through this confusion.

Cheers :cheers:
Title: Re:Music&Sound&Radio tutorial
Post by: Shaggy on 11 Jun 2003, 16:55:17
 :thumbsup: I got it working mate  :thumbsup:


Happy days ! CHEERS! :cheers:

Now i can get on with my 3d modeling  ;D
Title: Re:Music&Sound&Radio tutorial
Post by: ZeeZ on 05 Aug 2003, 19:05:45
Hey really helpful!! ;D

but is there a script to add a controler to your radio so that you can turn
the music that u have added on/off???
Title: Re:Music&Sound&Radio tutorial
Post by: GaryP on 17 Aug 2003, 15:52:35
Thank you for the tutorial.  I am a newbe (2 weeks).  I guess I'll always be learning something.  

Antway, I got all the sounds working great, but I will mention that wav2lip needs to be in the root of your drive.  (C:\ or D:\) It would not work for me any other way.

dBpowerAMP rocks.  I use it to convert my .wav files from the windows recorder to the correct format.

Thanks to you, and to all who made the tutorials.  I am also a programmer by trade.  I am working on a way to automate all of this.
  Maybe read all of the files in a folder and create the discription file because it's a pain. ;)


And here's a side note.  The GoldWav software makes really cool radio voices.  I'm using it now.  Thanks for a super tip.
Title: Re:Music&Sound&Radio tutorial
Post by: Sui on 18 Aug 2003, 02:11:44
Antway, I got all the sounds working great, but I will mention that wav2lip needs to be in the root of your drive.  (C:\ or D:\) It would not work for me any other way.

If you were to read the readme for wav2lip you will find that it will work when put in any path, provided there are no spaces in any of the directory names.

Mine's at:
G:\opflashpoint\working
and goes fine ;)
Title: Re:Music&Sound&Radio tutorial
Post by: Leech on 16 Nov 2003, 03:50:26
man i hope sumbody looks at this again

im having the same damn problem everybody else was having in this thread with the description.ext :noo:!!?? that sample mission won't download and i promise im doing  ABSOLUTELY EVERYTHING THAT EVERYONE HAS POSTED and the music file wont even show up under effects/music (i realize its not any of ur alls fault i just dont get wats wrong with what i put in)       shaggy...how did u solve the problem????      i guess im asking for another example because the first one seems to have...um...expired? wutever
any help would be greatly appreciated.....
Title: Re:Music&Sound&Radio tutorial
Post by: Leech on 16 Nov 2003, 17:37:34
o man im soooooo stupid..
disregard my last post...i looked over the tute more carefully and realized i didnt change it to "all files".....gotta be more careful next time :P hehehe

anyway i have a new question.....what are acceptable values when defining the sound volume(db+?) and the pitch???
Title: Re:Music&Sound&Radio tutorial
Post by: Kaarna.fi on 01 Dec 2003, 17:05:29
Thanks for the good tut, Navy Seals :)
Title: Re:Music&Sound&Radio tutorial
Post by: Commando on 06 Dec 2003, 15:14:39
Im making a mpmission and i wonder if i can have a radio on a table and when you walk close to it you can change the music via the action menu and you will have around 5 tracks to choose between to so i don't want to have them in the radio menu because im going to use that space for the cas stuff and airstrike and some other stuff.
Title: Re:Music&Sound&Radio tutorial
Post by: Hitekrednek on 27 Dec 2003, 01:23:18
ok i dont wish to pester you with the same old stuff, but i seem to have the same problem as the other guys there.  I'll try to show you in detail what I did and what happened.
ok first, what I have is a group of three men, one is a pilot (whether that matters or not).  I have a chopper and i have a "getin" waypoint to that chopper. ok so far no problems.   when they get in the chopper i want that waypoint to play my music.  im just experimenting with this ... trying to learn so it may seem corny.  ok here is my description.ext file:

class CfgMusic
{
  tracks[]=
  {
      airwolf   
  };
 
  class airwolf
  {
      name = "airwolf";
      sound[] = {\music\airwolf.ogg, db+0, 1.0};
  };
};

ok ... now i copied and pasted your text from the tutorial to my .ext file ... btw ... i double checked the properties to make sure it was an .ext file and not .ext.txt .   ok now when i click on the waypoint in editor to go to effects and look for my music name in the drop down box ... its not there.  i have tried and double checked and everything because i didnt want to bother you... but this is an essential part to my mission building to me ... i hope i have been fully informative enough for you in this matter.  Please reply soon ... i am anxious to learn!
                                                 

Hitek
Title: Re:Music&Sound&Radio tutorial
Post by: deaddog on 27 Dec 2003, 02:07:51
Where you already in the editor when you made your desc.ext file?  Remember,  everytime you make changes to the description.ext file, you MUST reload the mission.  The changes will not take affect until the mission is reloaded (make sure you save any progress first).
Title: Re:Music&Sound&Radio tutorial
Post by: Hitekrednek on 27 Dec 2003, 02:15:46
OOOOOOOOOOOHHHHHHHHHHH!!! let me try that really quick man ... thanks!!!
Title: Re:Music&Sound&Radio tutorial
Post by: Hitekrednek on 27 Dec 2003, 02:18:59
alright!! ive got it in the list! now i need to figure out why i dont hear anything ... is it because of the db thing being set at zero?
Title: Re:Music&Sound&Radio tutorial
Post by: deaddog on 27 Dec 2003, 02:33:34
You may have not recorded the music properly.  It has to stereo for one thing.  I do the following and it works.

Wav file:
stereo, 16 bit, 44KHz  (normal cd quality)

ogg conversion:
stereo, 44.1KHz, 64Kbits/s constant bitrate

I don't think you absolutely have to use these parameters (other than stereo for music, mono for sound effects) but these work for me.
Title: Re:Music&Sound&Radio tutorial
Post by: Hitekrednek on 27 Dec 2003, 02:45:01
how do i change the thing to 16bit ... i dont see anywhere to select that ... and that wav file says its a 24 bit........... for some reason my dpconverter program wont even convert my wav file ... would the mp3 file work just as good?
Title: Re:Music&Sound&Radio tutorial
Post by: Hitekrednek on 27 Dec 2003, 02:59:20
Hey man ... thanks deaddog ... youre my hero ... you got me straight now ... thats so cool ... ive been trying to get that for a couple of weeks now ... but when you get it to play ... the music sounds good part of the time and really fast other times ... keeps speeding up and slowing down ... but hey ... it plays ... seems like the music quality got better when the chopper got farther away
Title: Re:Music&Sound&Radio tutorial
Post by: Hitekrednek on 28 Dec 2003, 01:28:47
i have one more question about this music audio file ... when it plays (sometimes not even in the game) ... when i play it, it sometimes speeds up and slows down randomly ... is that because of quality of the file ... or sound card issue?
Title: Re:Music&Sound&Radio tutorial
Post by: deaddog on 28 Dec 2003, 01:53:06
I'm not sure about that one.  Maybe it's a variable bitrate thing.  I don't know really.

Title: Re:Music&Sound&Radio tutorial
Post by: Hitekrednek on 28 Dec 2003, 02:22:18
the bitrate was like 112 from the original ... i did have it set to constant bitrate when i converted though ... reckon lag could cause it?
Title: Re:Music&Sound&Radio tutorial
Post by: Peter haroski on 13 Apr 2004, 18:28:20
When I try to convert wave file with dBAMP Music converter, I get error message "The CODEC required to compress 'C:\Converted Music\haloo.ogg.TEMP.ogg' could not be opened."

What should I do?
Title: Re:Music&Sound&Radio tutorial
Post by: tHe s4lut3 on 22 May 2004, 00:01:53
could someone just put this in a big tutorial and post it here please?
Title: Re:Music&Sound&Radio tutorial
Post by: Commando on 10 Jun 2004, 17:53:43
hi it was long since last i asked a question here but i wonder if i got custom music and custom radio sounds what comes first in the description.ext ?
Title: Re:Music&Sound&Radio tutorial
Post by: Commando on 05 Sep 2004, 18:48:59
im trying my hand at mfcti editing and i want to have some sounds that plays everytime i finnished building a building and some other stuff to.
I got sound files ready but how do i change in the scripts that it plays a custom sound file when a building has been built?
And do i put the sound files in a sounds folder then?
Title: Re:Music&Sound&Radio tutorial
Post by: Maclav on 01 Oct 2004, 19:25:27
great tutorial at least i`ve understood this, though i tried 3 other tuts already.
Title: Re:Music&Sound&Radio tutorial
Post by: El Fisho on 19 Oct 2004, 14:10:40
!THANKS!

This is just what is needed. A full tutorial on radio + music + sound.

It's the thing that always gets me!

But now I have a good refrence to use  :D ;D :D
Title: Re:Music&Sound&Radio tutorial
Post by: 456820 on 13 Nov 2004, 11:15:47
I can get the sound to play but the text on the screen doesnt show up. i dunno wat it is and im sure ive done the descriptions.ext and stringtable.csv files right. (im not even sure wat a stringtable.csv file does or y u need it?) but anyway any1 know y the text dont show up?????
Title: Re:Music&Sound&Radio tutorial
Post by: C0LDSt33L on 13 Nov 2004, 11:35:43
@ 456820

I'm not sure why flashpoint does this. You can get round it by using the cuttext command. eg

CutText["Blah blah blah","PLAIN DOWN"]

This will not make the text disappear with sound.
Title: Re:Music&Sound&Radio tutorial
Post by: campbell on 25 Nov 2004, 06:47:52
class CfgMusic
{
tracks[]=
{
jade, blink
};

class jade
{
name = "jade";
sound[] = {\music\jade.ogg, db+0, 1.0};
};
class blink
{
name = "hates me";
sound[] = {\music\hates me.ogg, db+0, 1.0};
};
};
This is the file iam using convert to ogg says file not found? hates me is the song what iam doing wrong? saved file as description.ext.
Title: Re:Music&Sound&Radio tutorial
Post by: Planck on 25 Nov 2004, 20:43:00
Three things here.

1./   tracks[]={jade, blink};

You have no track called blink defined.

2./   sound[] = {\music\hates me.ogg, db+0, 1.0};

I'm don't think spaces are allowed in file names.

3./   The track 'hates me' is not in the tracks list

Anyway try hates_me instead


Planck
Title: Re:Music&Sound&Radio tutorial
Post by: campbell on 28 Nov 2004, 23:02:49
redid file says file not found Can you give me a stickey with file1 as song? do i need a sound file to? i been searching all tuts still wont work. Newbee at this help Please!!!!!!               class CfgMusic
{
tracks[]={file1};


class file1
{
name = "file1";
sound[] = {\music\file1.ogg, db+10, 1.0};
};


};
This is the one iam using Now. and will song be with the rest of OFP Music?                                                                    
Title: Re:Music&Sound&Radio tutorial
Post by: Planck on 28 Nov 2004, 23:26:48
No

I have no idea where you are getting 'file1' from.

Is it a music file of your own?
There is no music file of that name that came with the game.

There is however 01.ogg through to 16.ogg.
They are in the Music.pbo


Try:


class CfgMusic
{
tracks[]={01};

class 01
{
name = "01";
sound[] = {\music\01.ogg, db+10, 1.0};
};
};

See if it plays ok

Planck
Title: Re:Music&Sound&Radio tutorial
Post by: campbell on 29 Nov 2004, 01:01:04
its a music file i converted to ogg? i renamed it to file1?
Title: Re:Music&Sound&Radio tutorial
Post by: Planck on 29 Nov 2004, 01:09:15
ok

Well it needs to be in a folder called music.......and that folder needs to be in your mission folder.


Planck
Title: Re:Music&Sound&Radio tutorial
Post by: campbell on 29 Nov 2004, 05:14:04
Did that says file not found and where shoyld music show up in trigger?    How do i get song to play with trigger?
Title: Re:Music&Sound&Radio tutorial
Post by: Morglor9 on 12 Dec 2004, 20:52:50
Great tute Navy_Seal, hats off to ya. I'm kinda new to music and sounds, and it really helped. Just one thing though. Every music/sound/radio overlooks this one great sound program, Audacity audacity.sourceforge.net/. It's a great program that I found, allows you to edit and export ass .ogg, just thought I'd let people know about it.
Title: Worked until now...
Post by: JohnBart_HU on 27 Dec 2004, 20:33:20
Hi all!
First of all, sorry for my english... I'm hungarian... :D
The tutorial is really good, but I make missions with sound and music since I have OpFlash legally (so I didn't need any sound tutorial - until now  :-\)... But now, my problem:
I'm making right now a campaign, on the island of Everon... I'm using some addons (partisans, police forces... etc.), but the key points of my campaign are 2-3 flashback missions, i'd like to make them with the Seb_Ia_Drang island + some of the SEB addons (using NAM Pack v2). My problem: I can't import music and sound to these Vietnam-style missions! I had no problems with the Everon missions - i stuffed a lot of sounds and music to them... I'm making the Vietnam-missions the same way as the Everon-Missions (description.ext,triggers with playmusic "musicname") - the program simply says, it couldn't find the music AND sound files! >:( I'm using DBPoweramp... Sound files converting options: 44100Hz, Mono, Constant Bitrate, 64kbps, Preserve ID Tags checked... (and the converted files worked until now). I thought, the OpFlash install is corrupted, but the program still recognizes the SAME files in another mission (I imported them to Everon, there were no problems...)
My question:
Why could I make missions with sounds & music in Everon, and why not in SEB_Ia_drang?
Please help me solve this problem - i don't have much time making opflash missions (it's winter holiday now) and I'd like to make the Vietnam-missions in the remained time...

Thanks for your help!
Title: Come on, guys!
Post by: JohnBart_HU on 20 Jan 2005, 21:10:00
Hey guys! Come on! One month have passed since my post... ::) What should I do??? Please help me!
Title: Re:Music&Sound&Radio tutorial
Post by: macguba on 13 May 2005, 20:21:09
JohnBart_HU, this is a tutorial thread.   It is designed to give information.  

Start a new thread on this board and ask your questions there - you'll get a better response.     Your English is fine btw.   ;)
Title: Re:Music&Sound&Radio tutorial
Post by: JohnBart_HU on 16 May 2005, 13:27:30
Aww... OK, I'm sorry!  ;D
I didn't knew that!
Title: Re:Music&Sound&Radio tutorial
Post by: Planck on 29 May 2005, 19:56:57
This tutorial has been formatted and submitted to the Editors depot and can now be unstuck.

The link to this resource is located here:

http://www.ofpec.com/editors/resource_view.php?id=826


*Unsticking*


Planck
Title: Re:Music&Sound&Radio tutorial
Post by: westy159 on 21 Dec 2005, 21:09:41
i dunno if anyone will see this but i cant get it to work. I can see the file in the trigger>effects>voice section but i dont hear anythin when i try to play it. What could be wrong?