OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: TH on 02 Jul 2004, 21:59:49

Title: Music volume
Post by: TH on 02 Jul 2004, 21:59:49
i read the first post through and it i did what it said.. my music still isnt loud enough but when i try the regular ofp music it comes in loud and clear, heres my description


Code: [Select]
class CfgMusic
{
   // List of music tracks (.ogg files without the .ogg extension)
   tracks[] = {rolling};

   // Class definition needed for each music track
   class rolling
   {
      // Name to display in mission editor
      name = "rolling";
      // Music path, volume, pitch
      sound[] = {\music\rolling.ogg, db + 1.0, 1.0};
   };
};
 


i tried making 1.0 higher but it doesnt work.
Title: Re:Music volume
Post by: ponq on 02 Jul 2004, 22:02:45
if that doesn't work, you prolly should edit the file in a sound program to add volume. Plenty of programs out there to help you.
Title: Re:Music volume
Post by: TH on 02 Jul 2004, 22:16:03
which 1.0 do i make higher? the first one right?
Title: Re:Music volume
Post by: ponq on 02 Jul 2004, 22:37:59
yeah. Try changing it to +20 or so.
I never really noticed a difference, so I always use Acoustica MP3 editor to manipulate the sound files I use.
Title: Re:Music volume
Post by: TH on 02 Jul 2004, 22:58:37
ive tried to cahnge it.. barely any difference i guess ill try that music editor u have
Title: Re:Music volume
Post by: ponq on 02 Jul 2004, 23:13:55
check your pm plz ;)
Title: Re:Music volume
Post by: Tomb on 05 Jul 2004, 20:35:55
 :) hey m8.

 If you don't wanna fiddle around with all them sound files then just use
 the "volume command" in a trigger/waypoint :

 (volume up) :

 0 fadeMusic 1.8


 (..and down) :

 25 fadeMusic 0.0  which will fade the music to null in 25 seconds :-* :)
 use "FadeSound" for sounds btw. Default volume is "1" for both sound & music.

 Now that we're at it:

 EnableRadio False    ..will switch off all radio talk.    (use "true" to get it back)

  :D simple and good to know when making cutscenes.


Title: Re:Music volume
Post by: Artak on 05 Jul 2004, 21:06:04
/me grabs Tomb by the balls

Where did you get that information?!
I was under the impression that
  a) default volume was 0.5 and
  b) the scale was between 0 and 1

 :o

/edit

aha! I checked the comref. Somehow it seems illogical. I'm gonna spam it here.

Quote
time fadeMusic volume
Operand types:
    time: Number
    volume: Number
Type of returned value:
    Nothing
Description:
    Smooth change in music volume. Change duration is given by time, target volume by volume. Default music volume is 0.5.

Example:
    5 fadeMusic 0

Quote
time fadeSound volume
Operand types:
    time: Number
    volume: Number
Type of returned value:
    Nothing
Description:
    Smooth change in all sounds volume. Change duration is given by time, target volume by volume. Default sounds volume is 1.0.

Example:
    5 fadeSound 0.1

According to BIS, the default volume for music is 0.5 and for sounds 1.0.
Doh!
"But Kirk, if we reason this further we can only come to the assumption that the default volumes for music and sounds differ from each other."
"By God Spock, you're right! However confusing, the minimum volume must still be 0, right?"
"You are correct, Captain. My indicators read that the maximum volume remains unclear to us at this time."

/edit

ps.
:hmm:
Quote
word has it the TMCM has actually being unleashed... Howsabout that. It took half the community & 2 years!! And its definately not worth the wait...         unless off course yer a sucker for bikes, hehe!!
Title: Re:Music volume
Post by: TH on 06 Jul 2004, 02:09:31
TMCM is a biker gang pack.. ::)