OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: yankme on 02 Nov 2005, 02:00:08
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FAQ:
Q:
I have tryed from 1 to 100 and nothing works. Maybe I'm doing something wrong?
A:
The range is from 0 to 1.
0 means that you won't hear the music and 1 means the highest volume.
0.5 is the normal
class cfgRadio
{ name = "";sound[] = {"rap5.ogg", db1, 1.0}; title = $STRM_rap5
over and over i tryed very disheartening
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I'm not sure but I think you have to use a sound editor like Goldwave to increase volume.
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At first this dB setting is not "normal" volume. It determines the distance at which you're still able to hear a CfgSound on an island.
The only thing you can do with dB for the "real" volume setting is getting it lower with a very very negative value, but I think that's nothing more than a sideeffect.
As CfgRadio is always played at 0 distance to the player, of course the dB setting has no effect.
To change the real volume just amplify your soundfile with a sound editing software.
Also the FAQ is wrong.
I know I've seen percentage values used in some custom addons, but maybe they were based on this FAQ, and I don't think they are right. (I don't think there's a difference between defining sounds in config.cpp's or description.ext's)
In my missions I always have to use big dB values, either positive or negative (i.e. -15, 45, 78, -120). You'll will notice it's the only way adding dynamic range to CfgSounds.
Percentage values will be interpreted as a positive dB setting between 0 to 1, and that doesn't make any noticeable dynamic range difference, from leaving the dB setting empty.
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Also the FAQ is wrong
ok great iam not insane
To change the real volume just amplify your soundfile with a sound editing software
gotcha "thanks trapper and pazuzu"