iconoclastdx 5 Posted October 9, 2013 Sorry. I know this must have has been answered but I am having trouble finding it. I am NOT interested in adding custom sounds to my missions. I just was to play the stock sounds with "say" or "playsound". However I'm not sure how to find the sound or reference them in the command. Must you declare stock sounds in CfgSound? Thanks again. Share this post Link to post Share on other sites
BL1P 35 Posted October 9, 2013 Unpbo the addons. For example in C:\Program Files (x86)\Steam\steamapps\common\Arma 3\Addons Look for the pbo called sounds_f.pbo and un-pbo it. I did that and placed the unpbo folder in D:\ so my link to a medic shout is :- D:\sounds_f\a3\sounds_f\characters\human-sfx\Person0\P0_moan_19_words.wss all playsound3d needs is the "a3\sounds_f\characters\human-sfx\Person0\P0_moan_19_words.wss" Hope that helps Share this post Link to post Share on other sites
iceman77 18 Posted October 9, 2013 Could always look into the cfg viewer. Share this post Link to post Share on other sites
BL1P 35 Posted October 9, 2013 Could always look into the cfg viewer. can you listen to them from the config viewer ? Share this post Link to post Share on other sites
iceman77 18 Posted October 9, 2013 can you listen to them from the config viewer ? No. It was only a suggestion. Regards, Iceman77 Share this post Link to post Share on other sites
dr_strangepete 5 Posted October 10, 2013 can you listen to them from the config viewer ? you can script it, but like iceman said, no from the config itself (although that would be a nice improvement) personally i used this when wanted to hear the spoken words and phrases (although some are dependent on variables and don't play, or last i ran it...look up BIKB & kbTell in the A3 Wiki for more about the conversation system). can't find my working code for playback (again, BIKB, and im not about to post any of that!) so theres roughly this: _cfg = configfile >> "RadioProtocolENG" >> "Words" >> "Normal"; for "_i" from 0 to (count _cfg)-1 do { _word = configName(_cfg select _i); player say _word; hintSilent _word; sleep 3; }; ...and patience : ) Share this post Link to post Share on other sites
iceman77 18 Posted October 10, 2013 you can script it, but like iceman said, no from the config itself (although that would be a nice improvement)personally i used this when wanted to hear the spoken words and phrases (although some are dependent on variables and don't play, or last i ran it...look up BIKB & kbTell in the A3 Wiki for more about the conversation system). can't find my working code for playback (again, BIKB, and im not about to post any of that!) so theres roughly this: _cfg = configfile >> "RadioProtocolENG" >> "Words" >> "Normal"; for "_i" from 0 to (count _cfg)-1 do { _word = configName(_cfg select _i); player say _word; hintSilent _word; sleep 3; }; ...and patience : ) I totally just stole this snippet :o. Thanks for sharing, this could be very useful. Share this post Link to post Share on other sites
BL1P 35 Posted October 10, 2013 Yer nice snipet. Alot neater than unpboing all the addons like I did :) Share this post Link to post Share on other sites
iconoclastdx 5 Posted October 10, 2013 Thanks for the suggestions. I understand that i need to unpack the .pbo(s) to listen to the files outside of ARMA (though I have no idea what format they are in but I'll figure that out later). However, if I'm reading this correctly, to use a stock sounds in a my mission I must extract the sound from the pbo, put the sound file in my mission folder and declare it in the description??? Or can any of these steps be omitted?? Thanks again! Share this post Link to post Share on other sites
Polygon 11 Posted October 10, 2013 I'm surprised at how little SFXs are available in A3 compared to previous games. Share this post Link to post Share on other sites
Ed! 13 Posted October 10, 2013 you can script it, but like iceman said, no from the config itself (although that would be a nice improvement)personally i used this when wanted to hear the spoken words and phrases (although some are dependent on variables and don't play, or last i ran it...look up BIKB & kbTell in the A3 Wiki for more about the conversation system). can't find my working code for playback (again, BIKB, and im not about to post any of that!) so theres roughly this: _cfg = configfile >> "RadioProtocolENG" >> "Words" >> "Normal"; for "_i" from 0 to (count _cfg)-1 do { _word = configName(_cfg select _i); player say _word; hintSilent _word; sleep 3; }; ...and patience : ) Don't stop there. Now you can build a Dialog with a list box and populate it with all the sounds. Then when you select it, it will play the sample? Share this post Link to post Share on other sites
dr_strangepete 5 Posted October 10, 2013 Thanks for the suggestions. I understand that i need to unpack the .pbo(s) to listen to the files outside of ARMA (though I have no idea what format they are in but I'll figure that out later). However, if I'm reading this correctly, to use a stock sounds in a my mission I must extract the sound from the pbo, put the sound file in my mission folder and declare it in the description??? Or can any of these steps be omitted?? Thanks again! no copy necessary (frowned upon). just use the name thats in the config. most of the commands support it, like 'say'. extracting the pbo is just for easy browsing what the game otherwise lists internally. you could define the sounds in description.ext (read every page on the wiki you can, will help) Ed, if i find some time, sure Share this post Link to post Share on other sites
jacmac 2 Posted October 10, 2013 I'm surprised at how little SFXs are available in A3 compared to previous games. In theory, you could copy them out of the previous versions and use them in your mission. Share this post Link to post Share on other sites
iconoclastdx 5 Posted October 13, 2013 no copy necessary (frowned upon). just use the name thats in the config. most of the commands support it, like 'say'. extracting the pbo is just for easy browsing what the game otherwise lists internally. you could define the sounds in description.ext (read every page on the wiki you can, will help) Well I found the sounds I was looking for but I'm not sure how to call them since I couldn't find them in the config viewer (I assumed you meant the config viewer) and the vast majority of the sounds there dont even have a "name=" line anyway. So I think I'm just going to add the stock sounds back into my mission as custom sounds since I can find info on how to do that. Share this post Link to post Share on other sites