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Author Topic: ******* Sound Problems Again!!!  (Read 1279 times)

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Offline Captain Crunch

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******* Sound Problems Again!!!
« on: 16 Jun 2003, 20:47:27 »
Hi everyone!

    >:(


  I've had sound problems for awhile now and it's gotta be solved! Well at least I was hoping it could. With You guys help, I'm sure it will!  ;)

  I'll try ta make it as short as possible:

In my mission folder, a "Sound" folder with the *.OGG files are in. I use GoldWave and save the files in:

--------------------------------------------------------------------------------------------------
Example 1; The sound of a door that closes:

DoorClose.ogg

Saved as:    Vorbis 1.0, 44100Hz, stereo, 128kbps (0.4q) VBR
--------------------------------------------------------------------------------------------------
Example 2; Someone saying something:

ComeHere.ogg

Saved as:    Vorbis 1.0, 44100Hz, mono, 115kbps (0.7q) VBR
--------------------------------------------------------------------------------------------------
Here is what the description.ext looks like:


Code: [Select]
class CfgMusic
{
      tracks[]={PeopleOfTheSun};

      class PeopleOfTheSun
      {
            name = "PeopleOfTheSun";
            sound[] = {\Music\PeopleOfTheSun.ogg,db+25, 1.0};
            };
            };
     

class CfgSounds
{
      Sounds[] = { DoorTrapClose, DoorTrapOpen, ComeHere };
     
           class DoorTrapClose
           {
                 Name = "DoorTrapClose";
                 Sound[] = {"DoorTrapClose.ogg", db-50, 1.0};
                 Titles[] =
                 {
                 0, $STRM_DoorTrapClose
                 };
                 };
                 
           class DoorTrapOpen
           {
                 Name = "DoorTrapOpen";
                 Sound[] = {"DoorTrapOpen.ogg", db-50, 1.0};
                 Titles[] =
                 {
                 0, $STRM_DoorTrapOpen
                 };
                 };
                 
           class ComeHere
           {
                 Name = "ComeHere";
                 Sound[] = {"ComeHere.ogg", db-60, 1.0};
                 Titles[] =
                 {
                 0, $STRM_ComeHere
                 };
                 };

--------------------------------------------------------------------------------------------------

Now, when I start the mission, the sounds won't work at all. But if I place another trigger trying to use those sounds and play around a bit by switching the trigger's sounds on and off and hitting the "preview" to try and try and pick up daisíes to offer them to some soldier and blablabla, then I the sounds somehow start working. If I quit the game and restart, then the damn sounds won't work again! What do I do wrong!!!

Please help me!!!


Back to the forest!

Offline Captain Crunch

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Re:******* Sound Problems Again!!!
« Reply #1 on: 16 Jun 2003, 20:59:32 »
Oh! And I forgot to mention that I checked Messiah's problem. So I checked the size of my files and the smallest is almost 18 kb. I have one of 50 kb and it still gives me trouble!
Back to the forest!

Knut Erik

  • Guest
Re:******* Sound Problems Again!!!
« Reply #2 on: 16 Jun 2003, 21:11:22 »
You never get well along with sounds in ofp do you, captain ?  ;)

However your problem seemes to have an easy way out!

See this line in your description.ext ??
Sound[] = {"DoorTrapClose.ogg", db-50, 1.0};

Good. Look at this part
Sound[] = {"DoorTrapClose.ogg", db-50, 1.0};

This makes the volume of the sound be -50 of its original volume.
Change it into this:
Sound[] = {"DoorTrapClose.ogg", db-0, 1.0};

If you still dont hear any sound, try this
Sound[] = {"DoorTrapClose.ogg", db+50, 1.0};

Also, all your sounds MUST be in MONO format and all your music must be in STERIO


Any usefull  :-\

Offline Black_Feather

  • Former Staff
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  • I'll never forget you Daisey.
Re:******* Sound Problems Again!!!
« Reply #3 on: 16 Jun 2003, 21:15:41 »
Further to that whats VBR mean? is it variable bit rate? if it is change it to constant, also it looks to me like your missing a couple of }; so make your description.ext look like this

class CfgMusic
{
      tracks[]={PeopleOfTheSun};

      class PeopleOfTheSun
      {
            name = "PeopleOfTheSun";
            sound[] = {\Music\PeopleOfTheSun.ogg,db+25, 1.0};
            };
            };
};
     

class CfgSounds
{
      Sounds[] = { DoorTrapClose, DoorTrapOpen, ComeHere };
     
          class DoorTrapClose
          {
                Name = "DoorTrapClose";
                Sound[] = {"DoorTrapClose.ogg", db-0, 1.0};
                Titles[] =
                {
                0, $STRM_DoorTrapClose
                };
                };
               
          class DoorTrapOpen
          {
                Name = "DoorTrapOpen";
                Sound[] = {"DoorTrapOpen.ogg", db-0, 1.0};
                Titles[] =
                {
                0, $STRM_DoorTrapOpen
                };
                };
               
          class ComeHere
          {
                Name = "ComeHere";
                Sound[] = {"ComeHere.ogg", db-0, 1.0};
                Titles[] =
                {
                0, $STRM_ComeHere
                };
          };
};
« Last Edit: 16 Jun 2003, 21:18:38 by Black_Feather »

Offline Captain Crunch

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Re:******* Sound Problems Again!!!
« Reply #4 on: 16 Jun 2003, 22:16:01 »
 :-[

Now thats embarrassing!

  I copied a description.ext from one that still had that mistake! (-50db) Though it still worked once in a while and quiet loud too! I don't understand. I think this game does pretty much what it feels like!  :-\

   I still got lots of trouble with sounds it' true. Oh btw, I added the }; and OFP crashed.

   My new problem is, that when this heavy metal door closes/opens, it is heard still very loud and clear all over the map using the sound effects from a trigger, thats not very realistic. So I thought trying to make the metal door to say it (MetalDoor Say "DoorClose") but it's not working. I have a civil who's supposed to say something too but not a sound comes out of his mouth. I used this syntax from a trigger to make him speak: Civil Say "ComeHere". It doesn't work either.

   Should I be optimistic and try to solve the problem and keep asking for help or should I just abandon OFP and play with myself instead?

  By the way, I've posted the following question in some other forum before but never egot a question, so let me try here, maybe...

   I've dowloaded                        PV_DynamicRange_146fix_default_final
and                                             PV_DynamicRange_146fix_custom_final

from PV's website. Does anyone know what this does and how to install it if necessary? There was no README with the download and noway to communicate with the guy. Could this fix some sound problem in OFP?

Back to the forest!

Offline Black_Feather

  • Former Staff
  • ****
  • I'll never forget you Daisey.
Re:******* Sound Problems Again!!!
« Reply #5 on: 17 Jun 2003, 22:13:20 »
sorry try this one


class CfgMusic
{
      tracks[]={PeopleOfTheSun};

      class PeopleOfTheSun
      {
            name = "PeopleOfTheSun";
            sound[] = {\Music\PeopleOfTheSun.ogg,db+25, 1.0};
      };
};

     

class CfgSounds
{
      Sounds[] = { DoorTrapClose, DoorTrapOpen, ComeHere };
     
          class DoorTrapClose
          {
                Name = "DoorTrapClose";
                Sound[] = {"DoorTrapClose.ogg", db-0, 1.0};
                Titles[] =
                {
                0, $STRM_DoorTrapClose
                };
          };
               
          class DoorTrapOpen
          {
                Name = "DoorTrapOpen";
                Sound[] = {"DoorTrapOpen.ogg", db-0, 1.0};
                Titles[] =
                {
                0, $STRM_DoorTrapOpen
                };
          };
               
          class ComeHere
          {
                Name = "ComeHere";
                Sound[] = {"ComeHere.ogg", db-0, 1.0};
                Titles[] =
                {
                0, $STRM_ComeHere
                };
          };
};

Offline Captain Crunch

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Re:******* Sound Problems Again!!!
« Reply #6 on: 18 Jun 2003, 00:11:08 »
It's working fine now. Thank You very much Black_FeaÂ'ther and Knut Erik!

 ;) :D
Back to the forest!