Playing Coustom Radio Sound

private_gm

New Member
Hey guys =)

I try to get my Coustome Radio music Ingame, my problem is i just wanna Activate it Via Trigger that means if you move 5 Meters away the Sound gets quiet, try to set up that Via Description File, but then you can hear that sound everywhere on the Map. So Any ideas ?


Thx For Help
 
Found out how it works
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Originally Posted by CarlGustaffa
Oh, my bad. I didn't test it, just browsed through the scripts and description.ext. Yes I see mission.sqm uses a sound class called RadioMusic2_EP1. Note that this sound class may often not be the same as what is listed under effects, which has a displayname shown instead.

soundDet="RadioMusic2_EP1";
Means it is a cfgSFX based sound. Biki is sadly not very updated regarding cfgSFX and cfgEnvSound based sounds.

Here is one custom sound like this I use myself that I know works:

Code:
class CfgSFX
{
sounds[] = {};
class fx_well {name = "fx_well_triggerlistname";sounds[]={sound1};sound1[]={"sounds\fx_well.ogg",1,1,50,1,0,0,0};empty[]= {"",0,0,0,0,0,0,0};};
};
"path\filename"
1: Volume
1: Pitch
50: How far away, or reach
1: Chance of getting played
0: Min random
0: Med random
0: Max random

The empty section as is there will allow a perfectly looped sample (if sample is already perfect). Other examples I've tried gives some wacky pause. Note that the format of the empty list is equal to the format of the sound. Sometimes you can find examples of empty lists going as:
empty[]= {"","","",0,0,0,0,0};
which is basically the same. I think it's just how the interpreter works, in that number tokens may be expressed as strings. But you can't change the first "" to 0, as that one expects a string. Confused? So was I
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And I won't guarantee that this is correct, this is just guesswork for a highly undocumented feature... I believe the empty list is there to provide a total pause when it is hit. My post #16 should maybe have the three last numbers defined instead of all zeros. But it has to the there or the game will crash.
 
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