OFPEC Forum

Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting General => Topic started by: Rytuklis on 20 May 2014, 20:20:12

Title: "say" sound too queit
Post by: Rytuklis on 20 May 2014, 20:20:12
Okay guys, I have a problem. I have scene where to people are talking together in a car. I play the sound using "say" command, however, the sound is too queit. It is loud but in game it becomes queit. Here is my script:

Code: [Select]
Radek globalChat "Say whatever you want, Stojan, but I really do not like this."
~5
Stojan say "car1"
Stojan globalChat "Oh, come on Radek, relax. You worry too much. It isn't the first time they do that. Just you watch - after a month all will be calm and back to normal again."
~11
Stojan say "car2"
Stojan globalChat "Besides, the only action you'll ever get serving in this country is few civil unrests like this. Life here is as boring as it can get."
~9
Radek globalChat "Really? Don't you remember what happened in Elektrozavodsk three years ago?"
~5
Stojan say "car4"
Stojan GlobalChat "And? It won't happen again. If it was really Lopotev, then he is spooked by the fact he almost got caught with his hands in the cookie jar. He wont lift a finger."
~12
Radek globalChat "Yeah, you're probably right. I worry too much."
~5
Stojan say "car6"
Stojan globalChat "Exactly, relax!"

And here is my description.ext

Code: [Select]
///////////////////////////////////////////////////////////
// Armed Assault Description File
// Created with ArmA Edit - Version 1.3.4000
///////////////////////////////////////////////////////////

showCompass = 0;
showGPS = 0;
showWatch = 0;

// NOTE: Your sound/radio files must be in the ...\mission\sound
// folder and your music files in the ...\mission\music folder.
class CfgSounds
{
// List of sounds (.ogg files without the .ogg extension)
sounds[] = {protest, protest2, radio, cb1, cb2, s1, s2, s3, cb4};

// Definition for each sound
class protest
{
name = "protest"; // Name for mission editor
sound[] = {\sound\protest.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class protest2
{
name = "protest2"; // Name for mission editor
sound[] = {\sound\protest2.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class radio
{
name = "radio"; // Name for mission editor
sound[] = {\sound\radio.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class cb1
{
name = "cb1"; // Name for mission editor
sound[] = {\sound\cb1.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class cb2
{
name = "cb2"; // Name for mission editor
sound[] = {\sound\cb2.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class s1
{
name = "s1"; // Name for mission editor
sound[] = {\sound\s1.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class s2
{
name = "s2"; // Name for mission editor
sound[] = {\sound\s2.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class s3
{
name = "s3"; // Name for mission editor
sound[] = {\sound\s3.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class cb4
{
name = "cb4"; // Name for mission editor
sound[] = {\sound\cb4.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class order
{
name = "order"; // Name for mission editor
sound[] = {\sound\order.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class sir
{
name = "sir"; // Name for mission editor
sound[] = {\sound\Sir.wav, db + 6, 1.0};
titles[] = {0, ""};
};
class car1
{
name = "car1"; // Name for mission editor
sound[] = {\sound\car1.wav, db + 20, 1.0};
titles[] = {0, ""};
};
class car2
{
name = "car2"; // Name for mission editor
sound[] = {\sound\car2.wav, db + 20, 1.0};
titles[] = {0, ""};
};
class car4
{
name = "car4"; // Name for mission editor
sound[] = {\sound\car4.wav, db + 20, 1.0};
titles[] = {0, ""};
};
class car6
{
name = "car6"; // Name for mission editor
sound[] = {\sound\car6.wav, db + 20, 1.0};
titles[] = {0, ""};
};

};

help?
Title: Re: "say" sound too queit
Post by: h- on 24 May 2014, 17:14:08
Have you tried say3D (http://www.ofpec.com/COMREF/index.php?action=details&id=1230&game=All)?
Title: Re: "say" sound too queit
Post by: Rytuklis on 30 May 2014, 22:33:27
Yes, but I found say2D much more effective. Thank you  :good: