OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: Mr.Peanut on 24 Jan 2005, 17:47:26

Title: Unit/Empty/Sounds
Post by: Mr.Peanut on 24 Jan 2005, 17:47:26
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.
Title: Re:Unit/Empty/Sounds
Post by: Platoon Patton on 24 Jan 2005, 18:25:05
All the sounds are defined under class sound in config.bin.

I dont know if U can edit new in description.ext.
Title: Re:Unit/Empty/Sounds
Post by: Mr.Peanut on 24 Jan 2005, 18:50:59
I don't think it can be done either...    :-\
Title: Re:Unit/Empty/Sounds
Post by: XCess on 24 Jan 2005, 20:47:18
Why would you need to?
Title: Re:Unit/Empty/Sounds
Post by: Mr.Peanut on 25 Jan 2005, 18:27:27
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.
Title: Re:Unit/Empty/Sounds
Post by: The-Architect on 26 Jan 2005, 17:50:59
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.
Title: Re:Unit/Empty/Sounds
Post by: Zayfod on 28 Jan 2005, 04:54:37
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
Title: Re:Unit/Empty/Sounds
Post by: Mr.Peanut on 28 Jan 2005, 14:37:14
I use often game logics as sound sources when needed. Used it to make a dead body fart, for example.
Code: [Select]
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?