OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Mr.Peanut on 24 Jan 2005, 17:47:26
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What is the description.ext sound class to access a sound from Insert Unit/Empty/Sounds? Neither cfgSounds, cfgSFX, or cfgEnvSounds work; they only make the sound accessible under Trigger/Effects.
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All the sounds are defined under class sound in config.bin.
I dont know if U can edit new in description.ext.
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I don't think it can be done either... :-\
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Why would you need to?
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I would want to do this so I can insert the sound as an ambient noise object. I could write a small looping script to cycle the sound, but since OpFl can insert ambient sounds, such as Wind, Owl, Crickets as Empty Sound Units I wanted to know if I could do the same. I guess that this can only be done by making an add-on.
I don't need to do it, but it would like to do it. Much cleaner.
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Of course you can make a looping sound.
You just need to tell flashpoint you want it looped, like this,
class CfgEnvSounds
{
sounds[]={ambience};
class Ambience
{
name="Ambience";
sound[]={"Ambience.ogg",db-20,0,1};
soundNight[]={"Ambience.ogg",db-40,0,1};
};
};
Where ambience is the name of your sound file. Pop this into you description and Robert's your Father's Brother.
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I wish we could createvehicle/camcreate those "empty sound units". Would make MOD editing so much easier, as it stands now they can only be placed in the editor. Creating them via script = ctd ::)
Zay
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I use often game logics as sound sources when needed. Used it to make a dead body fart, for example.
sound[]={"Ambience.ogg",db-20,0,1};For normal sounds in the description.ext, usually it is {"name",volume,pitch}, so in the statement above I am assuming the 1 is the loop flag. What is the 0 between the db-20 and the 1 designate? Pitch?