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Thread: How to load own engine sound?

  1. #1

    How to load own engine sound?

    How can i load a own engine sound. I did it in my config.cpp, but it's not working

    Here is the code:
    Code:
    class CfgSounds{
    class motor1{
    name = "motor1";
    sound[] = {"\sportcar\sounds\motor.ogg", db-5, 1};
    titles[] = {};
    };
    };
    class CfgVehicles {
    	class LandVehicle;
    	class Car : LandVehicle {};
    							 
    	class VWGolf : car {};
    	class carbase: VWGolf {....
                  soundEngine[]={\ca\wheeled\Data\Sound\4WD_Loop4,db-35,1.2};
    		soundGear[]={\ca\wheeled\Data\Sound\shifter_v2,db-75,1};
    		SoundGetIn[]={\ca\wheeled\Data\Sound\4WD_DoorOpenClose1,db-20,1};
    		SoundGetOut[]={\ca\wheeled\Data\Sound\4WD_DoorOpenClose1,db-30,1};
    		getInAction=GetInLow;
    		getOutAction = GetOutLow;
    
    
    
    .....};
              class sportcar1
              {...
               soundEngine[]= {"motor1"}; //here i tried the same folder like the cfgsounds, but it not working. I here the standart sound.
                ...};

  2. #2
    Code:
     Class cfgvehicles{
      Class car ;
      Class sportscar1: car
     {
      .......
     Soundengine []= "same path as in cfg sounds but reall needs to be 16 bit mono .wss file ";
    
    ..............};
    You don't need cfg sounds
    A chopper cup of Coffee in a chopper coffee pot
    TOH Now with added Coffee
    http://www.helpivanmartin.org/

  3.   Click here to go to the next Developer post in this thread.   #3
    Code:
    soundEngine[] =
    This will only work if class sounds of said vehicle is correctly configured to use the soundEngine parameter. With Arma2 a new sound engine came into place that allows you to configure as many sounds as you like for as many conditions as you like. This way you can have multiple engine sounds for different RPM states of the vehicles engine.

    Code:
     class Sounds: Sounds
      {
       class Engine: Engine
       {
        sound[] = {"ca\sounds\Vehicles\Wheeled\UAZ\ext\ext-uaz-engine-low",1.0,1.0,300};
        frequency = "(randomizer*0.05+0.95)*rpm";
        volume = "camPos*engineOn*((rpm factor[0.5, 0.7]) min (rpm factor[0.7, 0.5]))";
       };
       class EngineHighOut
       {
        sound[] = {"ca\sounds\Vehicles\Wheeled\UAZ\ext\ext-uaz-engine-high-1",0.7943282,1.0,400};
        frequency = "(randomizer*0.05+0.95)*rpm";
        volume = "camPos*engineOn*(rpm factor[0.4, 0.9])";
       };
    >>> mondkalb.org - For DK: Stikkontakt

  4. #4
    Okay, you're using this code
    class Sounds: Sounds

    That means, i've to define it before. What i've to do? Load it in the cfgVehilce as "basic sound" ?
    Code:
    ...
    class Sounds;
    class cfgvehilce
    {....

  5.   This is the last Developer post in this thread.   #5
    No, just follow basic inheritance rules:

    Code:
    class CfgVehicles
    {
    	class LandVehicle;
    	class Car: LandVehicle
    	{
    		class Sounds;
    	};
    	
    	class ABC_TheDoomMachine_4WD: Car
    	{
    		class Sounds: Sounds
    		{
    			blahblahba
    		};
    	};
    };

  6. #6
    Okay, the original sound is gone, but now i can hear nothing. I turned up the volume, nothing.

    Other question:
    I can hear my sirens and after 650 m it's quiet. Yes, that was i want. But when i'm inside my car or a other car, it's really really hard to hear. You must turn up the volume...
    The sounds are actived by script.
    [code]
    cfgsounds
    {
    name = "sirene";
    sound[] = {"\policecar\sounds\sirnebmw.ogg", db-5, 1};
    titles[] = {};
    };

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