Main config, made from includes:
Code:
//qq = [] spawn {while{true}do{0 setRain rainlevel;sleep 0.25}}
//ONLY FOR INTERNAL USE. DO NOT SPREAD.
class CfgPatches {
class BiB_Ambience {
units[] = {};
weapons[] = {};
requiredVersion=0.100000;
// requiredAddons[] = {"CASounds","Takistan","Zargabad","MBG_Nam_C"};
requiredAddons[] = {"CASounds","Takistan","Zargabad"};
version = "2010-10-04";
projectName = "BIB - Replacement Ambient Sounds";
author = "CarlGustaffa";
};
};
class CfgEnvSounds {
#include "bib_amb_forest.hpp"
#include "bib_amb_hills.hpp"
#include "bib_amb_meadows.hpp"
#include "bib_amb_rain.hpp"
// #include "bib_amb_sand.hpp" //Activate for desert like islands
#include "bib_amb_trees.hpp"
#include "bib_amb_wind.hpp"
#include "bib_amb_houses.hpp"
#include "bib_amb_sea.hpp" //sea or lake, not both
// #include "bib_amb_lake.hpp" //sea or lake, not both
#include "bib_sfx_forest.hpp"
#include "bib_sfx_forestwind.hpp"
// #include "bib_sfx_hills.hpp" //Activate only for hilly islands
#include "bib_sfx_meadows.hpp"
#include "bib_sfx_insects.hpp"
#include "bib_sfx_rain.hpp"
// #include "bib_sfx_sand.hpp" //Activate for desert like islands
#include "bib_sfx_trees.hpp"
#include "bib_sfx_wind.hpp"
#include "bib_sfx_housesday.hpp"
#include "bib_sfx_housesnight.hpp"
#include "bib_sfx_houseswind.hpp"
#include "bib_sfx_sea.hpp"
#include "bib_one_birdsing.hpp"
#include "bib_one_chicken.hpp"
#include "bib_one_cock.hpp"
#include "bib_one_cow.hpp"
#include "bib_one_crow.hpp"
#include "bib_one_dog.hpp"
#include "bib_one_forestlark.hpp"
#include "bib_one_frog.hpp" //Deactivate for desert like islands
#include "bib_one_hedgesparrow.hpp"
#include "bib_one_nightingale.hpp"
#include "bib_one_owl.hpp"
#include "bib_one_seagull.hpp" //Deactivate for islands without a coast
// #include "bib_one_goose1.hpp" //Deactivate for islands with a coast
// #include "bib_one_goose2.hpp" //Deactivate for islands with a coast
#include "bib_one_skylark.hpp"
#include "bib_one_wolf.hpp"
#include "bib_one_forestbird.hpp"
#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
#include "bib_one_treebird.hpp" //Activate only for islands based on woods
#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
// #include "bib_one_desertbirds.hpp" //Activate only for islands with desert
#include "bib_one_horse.hpp"
// #include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
#include "bib_one_pig.hpp"
#include "bib_one_sheep.hpp"
};
class DefaultWorld;
class Weather;
class CfgWorlds {
class CAWorld: DefaultWorld {
class Weather: Weather {
class ThunderboltNorm {
soundNear[] = {
"\BiB_Ambience\Thunder\Thunder",
25.622801,
1
};
soundFar[] = {
"\BiB_Ambience\Thunder\ThunderFar",
10,
1
};
};
class ThunderboltHeavy {
soundNear[] = {
"\BiB_Ambience\Thunder\ThunderHeavy",
20.622801,
1
};
soundFar[] = {
"\BiB_Ambience\Thunder\ThunderHeavyFar",
10,
1
};
};
};
};
class CfgEnvSounds;
class Takistan: CAWorld {
class EnvSounds: CfgEnvSounds {
#include "bib_amb_forest.hpp"
#include "bib_amb_hills.hpp"
#include "bib_amb_meadows.hpp"
#include "bib_amb_rain.hpp"
#include "bib_amb_sand.hpp" //Activate for desert like islands
#include "bib_amb_trees.hpp"
#include "bib_amb_wind.hpp"
#include "bib_amb_houses.hpp"
// #include "bib_amb_sea.hpp" //sea or lake, not both
#include "bib_amb_lake.hpp" //sea or lake, not both
#include "bib_sfx_forest.hpp"
#include "bib_sfx_forestwind.hpp"
#include "bib_sfx_hills.hpp" //Activate only for hilly islands
#include "bib_sfx_meadows.hpp"
#include "bib_sfx_insects.hpp"
#include "bib_sfx_rain.hpp"
#include "bib_sfx_sand.hpp" //Activate for desert like islands
#include "bib_sfx_trees.hpp"
#include "bib_sfx_wind.hpp"
#include "bib_sfx_housesday.hpp"
#include "bib_sfx_housesnight.hpp"
#include "bib_sfx_houseswind.hpp"
#include "bib_sfx_lake.hpp"
#include "bib_one_birdsing.hpp"
#include "bib_one_chicken.hpp"
#include "bib_one_cock.hpp"
#include "bib_one_cow.hpp"
#include "bib_one_crow.hpp"
#include "bib_one_dog.hpp"
#include "bib_one_forestlark.hpp"
// #include "bib_one_frog.hpp" //Deactivate for desert like islands
#include "bib_one_hedgesparrow.hpp"
#include "bib_one_nightingale.hpp"
#include "bib_one_owl.hpp"
// #include "bib_one_seagull.hpp" //Deactivate for islands without a coast
#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
#include "bib_one_skylark.hpp"
#include "bib_one_wolf.hpp"
#include "bib_one_forestbird.hpp"
// #include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
// #include "bib_one_treebird.hpp" //Activate only for islands based on woods
// #include "bib_one_littlebird.hpp" //Activate only for islands based on woods
#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
#include "bib_one_horse.hpp"
#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
#include "bib_one_pig.hpp"
#include "bib_one_sheep.hpp"
};
};
class Zargabad: CAWorld {
class EnvSounds: CfgEnvSounds {
#include "bib_amb_forest.hpp"
#include "bib_amb_hills.hpp"
#include "bib_amb_meadows.hpp"
#include "bib_amb_rain.hpp"
#include "bib_amb_sand.hpp" //Activate for desert like islands
#include "bib_amb_trees.hpp"
#include "bib_amb_wind.hpp"
#include "bib_amb_houses.hpp"
// #include "bib_amb_sea.hpp" //sea or lake, not both
#include "bib_amb_lake.hpp" //sea or lake, not both
#include "bib_sfx_forest.hpp"
#include "bib_sfx_forestwind.hpp"
#include "bib_sfx_hills.hpp" //Activate only for hilly islands
#include "bib_sfx_meadows.hpp"
#include "bib_sfx_insects.hpp"
#include "bib_sfx_rain.hpp"
#include "bib_sfx_sand.hpp" //Activate for desert like islands
#include "bib_sfx_trees.hpp"
#include "bib_sfx_wind.hpp"
#include "bib_sfx_housesday.hpp"
#include "bib_sfx_housesnight.hpp"
#include "bib_sfx_houseswind.hpp"
#include "bib_sfx_lake.hpp"
#include "bib_one_birdsing.hpp"
#include "bib_one_chicken.hpp"
#include "bib_one_cock.hpp"
#include "bib_one_cow.hpp"
#include "bib_one_crow.hpp"
#include "bib_one_dog.hpp"
#include "bib_one_forestlark.hpp"
// #include "bib_one_frog.hpp" //Deactivate for desert like islands
#include "bib_one_hedgesparrow.hpp"
#include "bib_one_nightingale.hpp"
#include "bib_one_owl.hpp"
// #include "bib_one_seagull.hpp" //Deactivate for islands without a coast
#include "bib_one_goose1.hpp" //Deactivate for islands with a coast
#include "bib_one_goose2.hpp" //Deactivate for islands with a coast
#include "bib_one_skylark.hpp"
#include "bib_one_wolf.hpp"
#include "bib_one_forestbird.hpp"
// #include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
// #include "bib_one_treebird.hpp" //Activate only for islands based on woods
// #include "bib_one_littlebird.hpp" //Activate only for islands based on woods
#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
#include "bib_one_horse.hpp"
#include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
#include "bib_one_pig.hpp"
#include "bib_one_sheep.hpp"
};
};
/*
class MBG_Nam: CAWorld {
class EnvSounds: CfgEnvSounds {
class Default {
sound[] = {
"\BiB_Ambience\NoSound",
0,
1
};
soundNight[] = {
"\BiB_Ambience\NoSound",
0,
1
};
}; //Clears the default, I hope...
#include "bib_amb_jungleforest.hpp"
#include "bib_amb_hills.hpp"
#include "bib_amb_jungleclearing.hpp"
#include "bib_amb_rain.hpp"
// #include "bib_amb_sand.hpp" //Activate for desert like islands
#include "bib_amb_trees.hpp"
#include "bib_amb_wind.hpp"
#include "bib_amb_houses.hpp"
// #include "bib_amb_sea.hpp" //sea or lake, not both
#include "bib_amb_lake.hpp" //sea or lake, not both
#include "bib_sfx_forest.hpp"
#include "bib_sfx_forestwind.hpp"
// #include "bib_sfx_hills.hpp" //Activate only for hilly islands
#include "bib_sfx_meadows.hpp"
#include "bib_sfx_insects.hpp"
#include "bib_sfx_rain.hpp"
// #include "bib_sfx_sand.hpp" //Activate for desert like islands
#include "bib_sfx_trees.hpp"
#include "bib_sfx_wind.hpp"
#include "bib_sfx_housesday.hpp"
#include "bib_sfx_housesnight.hpp"
#include "bib_sfx_houseswind.hpp"
#include "bib_sfx_lake.hpp"
#include "bib_one_birdsing.hpp"
#include "bib_one_chicken.hpp"
#include "bib_one_cock.hpp"
// #include "bib_one_cow.hpp"
#include "bib_one_crow.hpp"
#include "bib_one_dog.hpp"
#include "bib_one_forestlark.hpp"
#include "bib_one_frog.hpp" //Deactivate for desert like islands
#include "bib_one_hedgesparrow.hpp"
#include "bib_one_nightingale.hpp"
#include "bib_one_owl.hpp"
// #include "bib_one_seagull.hpp" //Deactivate for islands without a coast
// #include "bib_one_goose1.hpp" //Deactivate for islands with a coast
// #include "bib_one_goose2.hpp" //Deactivate for islands with a coast
#include "bib_one_skylark.hpp"
// #include "bib_one_wolf.hpp"
#include "bib_one_forestbird.hpp"
#include "bib_one_woodpecker.hpp" //Activate only for islands based on woods
#include "bib_one_treebird.hpp" //Activate only for islands based on woods
#include "bib_one_littlebird.hpp" //Activate only for islands based on woods
#include "bib_one_junglebird.hpp" //Activate only for islands with jungle (debug activated for Chernarus)
#include "bib_one_desertbirds.hpp" //Activate only for islands with desert
// #include "bib_one_horse.hpp"
// #include "bib_one_mountaincreature.hpp" //Activate only for islands with desert
#include "bib_one_pig.hpp"
// #include "bib_one_sheep.hpp"
#include "bib_one_snakes.hpp"
#include "bib_one_gnatcatcher.hpp"
#include "bib_one_gibbon.hpp"
#include "bib_one_macaw.hpp"
// #include "bib_one_sheep.hpp"
// #include "bib_one_sheep.hpp"
// #include "bib_one_sheep.hpp"
};
};
*/
};
Sea, used for Chernarus and Utes:
Code:
class Sea {
name = "BIB_sea";
sound[] = {
"\BiB_Ambience\AmbientSounds\Sea_Day",
0.77828,
1
};
volume = "0.4*(sea)*(1-night)*(windy factor [1,0.4])";
};
class SeaNight {
name = "BIB_seanight";
sound[] = {
"\BiB_Ambience\AmbientSounds\Sea_Night",
1.27828,
1
};
volume = "0.5*(sea)*(night)*(windy factor [1,0.4])";
};
class Sea_Windy {
name = "BIB_sea_windy";
sound[] = {
"\BiB_Ambience\AmbientSounds\Sea_Day_Windy",
0.77828,
1
};
volume = "0.5*(sea)*(1-night)*(windy factor [0.4,1])";
};
class SeaNight_Windy {
name = "BIB_seanight_windy";
sound[] = {
"\BiB_Ambience\AmbientSounds\Sea_Night_Windy",
1.27828,
1
};
volume = "0.6*(sea)*(night)*(windy factor [0.4,1])";
};
Lake, used for islands that have bodies of water that is not sea. Only file varies I think:
Code:
class Sea {
name = "BIB_sea";
sound[] = {
"\BiB_Ambience\AmbientSounds\Lake_Day",
0.77828,
1
};
volume = "0.2*(sea)*(1-night)*(windy factor [1,0.4])";
};
class SeaNight {
name = "BIB_seanight";
sound[] = {
"\BiB_Ambience\AmbientSounds\Lake_Night",
1.27828,
1
};
volume = "0.3*(sea)*(night)*(1-(windy factor [0.4,1]))";
};
class Sea_Windy {
name = "BIB_sea_windy";
sound[] = {
"\BiB_Ambience\AmbientSounds\Lake_Day_Windy",
0.77828,
1
};
volume = "0.3*(sea)*(1-night)*(windy factor [0.4,1])";
};
class SeaNight_Windy {
name = "BIB_seanight_windy";
sound[] = {
"\BiB_Ambience\AmbientSounds\Lake_Night_Windy",
1.27828,
1
};
volume = "0.4*(sea)*night*(windy factor [0.4,1])";
};
Since we discussed rain earlier, here is the ambient portion of my rain config. Note the rather extreme multiplier used to counter the "volume war", and all the futile attempts that are commented out
Code:
class Rain {
sound[] = {
"\BiB_Ambience\AmbientSounds\Rain_Day_Light",
// "\BiB_Ambience\AmbientSounds\Meadow_Day",
0.257828,
1
};
// volume = "(((2*rain) min 1)+(1-(2*rain) min 0))*(1-(houses factor [0.75,1]))*(1-forest)*(1-sea)";
// volume = "(1-((houses-0.74)*4))*(1-forest)*(1-sea)*(2*(rain factor[0,1]) min (rain factor[1,0]))";
// volume = "(1-houses)*(1-forest)*(1-sea)*(2*((rain factor[0,1]) min (rain factor[1,0])))";
// volume = "(1-houses)*(1-forest)*(1-sea)*(((2*rain) min 1)+(1-(2*rain) min 0))";
// volume = "(((2*rain) min 1)+(1-(2*rain) min 0))";
volume = "3*((1-houses)*(1-forest)*(1-sea) min 0.3)*(((2*rain) min 1)+(1-(2*rain) min 0))";
};
class RainHeavy {
sound[] = {
"\BiB_Ambience\AmbientSounds\Rain_Day_Heavy",
// "\BiB_Ambience\AmbientSounds\Meadow_Night",
0.277828,
1
};
// volume = "(2*((0.5 max rain)-0.5))*(1-(houses factor [0.75,1]))*(1-forest)*(1-sea)";
// volume = "(1-((houses-0.75)*4))*(1-forest)*(1-sea)*(rain factor[0.5,1.0])";
// volume = "(1-houses)*(1-forest)*(1-sea)*(rain factor[0.5,1.0])";
// volume = "(rain factor[0.5,1.0])";
// volume = "3*((1-houses)*(1-forest)*(1-sea) min 0.3)*(rain factor[0.5,1.0])";
volume = "5*((1-forest)*(1-sea) min 0.3)*(rain factor[0.5,1.0])";
};
class RainForestLight {
name = "BIB_rainforestlight";
sound[] = {
"\BiB_Ambience\AmbientSounds\Rain_Forest_Light",
// "\BiB_Ambience\NoSound",
0.257828,
1
};
// volume = "(((2*rain) min 1)+(1-(2*rain) min 0))*(forest)";
// volume = "(1-houses)*(1-sea)*(forest)*(2*((rain factor[0,1]) min (rain factor[1,0])))";
volume = "3*0.7*(1-houses)*(1-sea)*(forest)*(((2*rain) min 1)+(1-(2*rain) min 0))";
};
class RainForestHeavy {
name = "BIB_rainforestheavy";
sound[] = {
"\BiB_Ambience\AmbientSounds\Rain_Forest_Heavy",
// "\BiB_Ambience\NoSound",
0.277828,
1
};
// volume = "(2*((0.5 max rain)-0.5))*(forest)";
volume = "3*0.7*(1-houses)*(1-sea)*(forest)*(rain factor[0.5,1.0])";
};
class RainHousesLight {
name = "BIB_rainhouseslight";
sound[] = {
"\BiB_Ambience\AmbientSounds\Rain_House_Light",
// "\BiB_Ambience\NoSound",
0.257828,
1
};
// volume = "(((2*rain) min 1)+(1-(2*rain) min 0)) * (houses factor [0.75,1])";
// volume = "(1-forest)*(1-sea)*(houses)*(2*((rain factor[0,1]) min (rain factor[1,0])))";
volume = "3*0.3*(1-forest)*(1-sea)*(houses)*(((2*rain) min 1)+(1-(2*rain) min 0))";
};
class RainHousesHeavy {
name = "BIB_rainhousesheavy";
sound[] = {
"\BiB_Ambience\AmbientSounds\Rain_House_Heavy",
// "\BiB_Ambience\NoSound",
0.277828,
1
};
// volume = "(2*((0.5 max rain)-0.5)) * (houses factor [0.75,1])";
volume = "3*0.3*(1-forest)*(1-sea)*(houses)*(rain factor[0.5,1.0])";
};
class RainSeaLight {
name = "BIB_rainsea_light";
sound[] = {
"\BiB_Ambience\AmbientSounds\Rain_Sea_Light",
// "\BiB_Ambience\NoSound",
0.257828,
1
};
// volume = "(((2*rain) min 1)+(1-(2*rain) min 0))*(sea)";
// volume = "(1-forest)*(1-houses)*(sea)*(2*((rain factor[0,1]) min (rain factor[1,0])))";
// volume = "0.7*(1-forest)*(1-houses)*(sea)*(((2*rain) min 1)+(1-(2*rain) min 0))";
volume = "3*0.5*(sea)*(((2*rain) min 1)+(1-(2*rain) min 0))";
};
class RainSeaHeavy {
name = "BIB_rainsea_heavy";
sound[] = {
"\BiB_Ambience\AmbientSounds\Rain_Sea_Heavy",
// "\BiB_Ambience\NoSound",
0.277828,
1
};
// volume = "(2*((0.5 max rain)-0.5))*(sea)";
// volume = "0.7*(1-forest)*(1-houses)*(sea)*(rain factor[0.5,1.0])";
volume = "3*0.5*(sea)*(rain factor[0.5,1.0])";
};
Again, these are only the ambient sounds, everything in stereo and works fine (for me). Sfx portion of sounds (has to be mono), I left out of this.