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[RELEASE] Random Ambient Sounds 0.2

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Hey there!

 

In wishes of some people here i thought, i create a simple script which allows you to use custom background music for a nicer ambience like in Arma 2 DayZ Epoch.

Sure the code can get even better but for now, these few lines do their job :)

 

Instructions can be found in the readme.md at this link:

 

https://github.com/SPKcoding/SPK_RAS

 

 

Please post some feedback, if errors or not :)

Have fun!

Cheers!

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If i understand your question correctly, you asked if the arma 2 sounds/music is implemented in this script ?

No, its just a way to put your own music in the game. You can decide which sound you want to get played and you can insert as many sounds you want.

 

Hope i could clear it up for you :)

cheers

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i tried to get this to work, and have not been able to.

 

here is the part in my description.ext

//if _rasStyle = false
class CfgSounds
{	tracks[]={};
	class Bam
	{
		// how the sound is referred to in the editor (e.g. trigger effects)
		name = "gunshot";
		// filename, volume, pitch
		sound[] = {"sounds\gunshot.ogg", 1, 1};
		titles[] = {};
	};
	
	class ns_fx_misc4
	{
		name = "Misc_strange_wind";
		sound[] = {"sounds\fx_misc4.ogg",1.0,1.0};
		titles[] = {};
	};
	
	class deathvoice
	{
		name = "deathvoice";
		sound[] = {"sounds\deathvoice.ogg",1.0,1.0};
		titles[] = {};
	};
	class ns_fx_drone1
	{
		name = "Drone_1";
		sound[] = {"sounds\fx_drone1.ogg",1.0,1.0};
		titles[] = {};
	};
	class ns_fx_drone2
	{
		name = "Drone_2";
		sound[] = {"sounds\fx_drone2.ogg",1.0,1.0};
		titles[] = {};
	};
	
	class stinger_0
	{
		name = "stinger_0";
		sound[] = {"sounds\stinger_0.ogg",1.0,1.0};
		titles[] = {};
	};
	
	class stinger_1
	{
		name = "stinger_1";
		sound[] = {"sounds\stinger_1.ogg",1.0,1.0};
		titles[] = {};
	};
		class suspense_0
	{
		name = "suspense_0";
		sound[] = {"sounds\suspense_0.ogg",1.0,1.0};
		titles[] = {};
	};
		class suspense_1
	{
		name = "suspense_1";
		sound[] = {"sounds\suspense_1.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_2
	{
		name = "suspense_2";
		sound[] = {"sounds\suspense_2.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_3
	{
		name = "suspense_3";
		sound[] = {"sounds\suspense_3.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_4
	{
		name = "suspense_4";
		sound[] = {"sounds\suspense_4.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_5
	{
		name = "suspense_5";
		sound[] = {"sounds\suspense_5.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_6
	{
		name = "suspense_6";
		sound[] = {"sounds\suspense_6.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_7
	{
		name = "suspense_7";
		sound[] = {"sounds\suspense_7.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_8
	{
		name = "suspense_8";
		sound[] = {"sounds\suspense_8.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_9
	{
		name = "suspense_9";
		sound[] = {"sounds\suspense_9.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_10
	{
		name = "suspense_10";
		sound[] = {"sounds\suspense_10.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_11
	{
		name = "suspense_11";
		sound[] = {"sounds\suspense_11.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_12
	{
		name = "suspense_12";
		sound[] = {"sounds\suspense_12.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_13
	{
		name = "suspense_13";
		sound[] = {"sounds\suspense_13.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_14
	{
		name = "suspense_14";
		sound[] = {"sounds\suspense_14.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_15
	{
		name = "suspense_15";
		sound[] = {"sounds\suspense_15.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_16
	{
		name = "suspense_16";
		sound[] = {"sounds\suspense_16.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_17
	{
		name = "suspense_17";
		sound[] = {"sounds\suspense_17.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_18
	{
		name = "suspense_18";
		sound[] = {"sounds\suspense_18.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_19
	{
		name = "suspense_19";
		sound[] = {"sounds\suspense_19.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_20
	{
		name = "suspense_20";
		sound[] = {"sounds\suspense_20.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_21
	{
		name = "suspense_21";
		sound[] = {"sounds\suspense_21.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_22
	{
		name = "suspense_22";
		sound[] = {"sounds\suspense_22.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_23
	{
		name = "suspense_23";
		sound[] = {"sounds\suspense_23.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_24
	{
		name = "suspense_24";
		sound[] = {"sounds\suspense_24.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_25
	{
		name = "suspense_25";
		sound[] = {"sounds\suspense_25.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_26
	{
		name = "suspense_26";
		sound[] = {"sounds\suspense_26.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_27
	{
		name = "suspense_27";
		sound[] = {"sounds\suspense_27.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_28
	{
		name = "suspense_28";
		sound[] = {"sounds\suspense_28.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_29
	{
		name = "suspense_29";
		sound[] = {"sounds\suspense_29.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_30
	{
		name = "suspense_30";
		sound[] = {"sounds\suspense_30.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_31
	{
		name = "suspense_31";
		sound[] = {"sounds\suspense_31.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_32
	{
		name = "suspense_32";
		sound[] = {"sounds\suspense_32.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_33
	{
		name = "suspense_33";
		sound[] = {"sounds\suspense_33.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_34
	{
		name = "suspense_34";
		sound[] = {"sounds\suspense_34.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_35
	{
		name = "suspense_35";
		sound[] = {"sounds\suspense_35.ogg",1.0,1.0};
		titles[] = {};
	};
	
};

//if _rasStyle = true
class cfgMusic{ 
	tracks[]={};
	class intro 
	{  
		name = "intro";
		sound[] = {"music\IntroSong.ogg",1.0,1.0}; 
  };
  
  	class ns_fx_misc4
	{
		name = "Misc_strange_wind";
		sound[] = {"sounds\fx_misc4.ogg",1.0,1.0};
		titles[] = {};
	};
	class ns_fx_drone1
	{
		name = "Drone_1";
		sound[] = {"sounds\fx_drone1.ogg",1.0,1.0};
		titles[] = {};
	};
	class ns_fx_drone2
	{
		name = "Drone_2";
		sound[] = {"sounds\fx_drone2.ogg",1.0,1.0};
		titles[] = {};
	};
	
	class stinger_0
	{
		name = "stinger_0";
		sound[] = {"sounds\stinger_0.ogg",1.0,1.0};
		titles[] = {};
	};
	
	class stinger_1
	{
		name = "stinger_1";
		sound[] = {"sounds\stinger_1.ogg",1.0,1.0};
		titles[] = {};
	};
		class suspense_0
	{
		name = "suspense_0";
		sound[] = {"sounds\suspense_0.ogg",1.0,1.0};
		titles[] = {};
	};
		class suspense_1
	{
		name = "suspense_1";
		sound[] = {"sounds\suspense_1.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_2
	{
		name = "suspense_2";
		sound[] = {"sounds\suspense_2.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_3
	{
		name = "suspense_3";
		sound[] = {"sounds\suspense_3.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_4
	{
		name = "suspense_4";
		sound[] = {"sounds\suspense_4.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_5
	{
		name = "suspense_5";
		sound[] = {"sounds\suspense_5.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_6
	{
		name = "suspense_6";
		sound[] = {"sounds\suspense_6.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_7
	{
		name = "suspense_7";
		sound[] = {"sounds\suspense_7.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_8
	{
		name = "suspense_8";
		sound[] = {"sounds\suspense_8.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_9
	{
		name = "suspense_9";
		sound[] = {"sounds\suspense_9.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_10
	{
		name = "suspense_10";
		sound[] = {"sounds\suspense_10.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_11
	{
		name = "suspense_11";
		sound[] = {"sounds\suspense_11.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_12
	{
		name = "suspense_12";
		sound[] = {"sounds\suspense_12.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_13
	{
		name = "suspense_13";
		sound[] = {"sounds\suspense_13.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_14
	{
		name = "suspense_14";
		sound[] = {"sounds\suspense_14.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_15
	{
		name = "suspense_15";
		sound[] = {"sounds\suspense_15.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_16
	{
		name = "suspense_16";
		sound[] = {"sounds\suspense_16.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_17
	{
		name = "suspense_17";
		sound[] = {"sounds\suspense_17.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_18
	{
		name = "suspense_18";
		sound[] = {"sounds\suspense_18.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_19
	{
		name = "suspense_19";
		sound[] = {"sounds\suspense_19.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_20
	{
		name = "suspense_20";
		sound[] = {"sounds\suspense_20.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_21
	{
		name = "suspense_21";
		sound[] = {"sounds\suspense_21.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_22
	{
		name = "suspense_22";
		sound[] = {"sounds\suspense_22.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_23
	{
		name = "suspense_23";
		sound[] = {"sounds\suspense_23.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_24
	{
		name = "suspense_24";
		sound[] = {"sounds\suspense_24.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_25
	{
		name = "suspense_25";
		sound[] = {"sounds\suspense_25.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_26
	{
		name = "suspense_26";
		sound[] = {"sounds\suspense_26.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_27
	{
		name = "suspense_27";
		sound[] = {"sounds\suspense_27.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_28
	{
		name = "suspense_28";
		sound[] = {"sounds\suspense_28.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_29
	{
		name = "suspense_29";
		sound[] = {"sounds\suspense_29.ogg",1.0,1.0};
		titles[] = {};
	};
	
			class suspense_30
	{
		name = "suspense_30";
		sound[] = {"sounds\suspense_30.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_31
	{
		name = "suspense_31";
		sound[] = {"sounds\suspense_31.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_32
	{
		name = "suspense_32";
		sound[] = {"sounds\suspense_32.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_33
	{
		name = "suspense_33";
		sound[] = {"sounds\suspense_33.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_34
	{
		name = "suspense_34";
		sound[] = {"sounds\suspense_34.ogg",1.0,1.0};
		titles[] = {};
	};
	
				class suspense_35
	{
		name = "suspense_35";
		sound[] = {"sounds\suspense_35.ogg",1.0,1.0};
		titles[] = {};
	};
  
};

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here is my ras settings file

private["_rasStyle","_tracks","_minGap","_maxGap","_addT","_secGap"];

//Recommended is to use CfgMusic (_rasStyle = true;)
//but it´s your choice :)

_rasStyle = true;	//choose which way you want to run the script -> true = CfgMusic | false = CfgSounds
					//CfgSound = every player is forced to hear the sound with your volume configuration in description.ext
					//CfgMusic = the player can decide about music-volume, also he can deactivate it

_tracks = [		//insert the "names" of your soundfiles you described in description.ext "without" file-extension here /a.E: track1.ogg then type here "track1" / no comma after the last entry!
	"Misc_strange_wind",
	"Drone_1",
	"Drone_2",
	"stinger_0",
	"stinger_1",
	"suspense_0",	
	"suspense_1",	
	"suspense_2",	
	"suspense_3",	
	"suspense_4",	
	"suspense_5",	
	"suspense_6",	
	"suspense_7",	
	"suspense_8",	
	"suspense_9",	
	"suspense_10",	
	"suspense_11",	
	"suspense_12",	
	"suspense_13",	
	"suspense_14",	
	"suspense_15",	
	"suspense_16",	
	"suspense_17",	
	"suspense_18",	
	"suspense_19",	
	"suspense_20",	
	"suspense_21",	
	"suspense_22",	
	"suspense_23",	
	"suspense_24",	
	"suspense_25",	
	"suspense_26",	
	"suspense_27",	
	"suspense_28",	
	"suspense_29",	
	"suspense_30",	
	"suspense_31",		
	"suspense_32",		
	"suspense_33",		
	"suspense_34",	
	"suspense_35"		
];

_minGap = 	2; 		//(number in minutes) Minimum gap between the tracks
_maxGap = 	5; 	//(number in minutes) Maximum gap between the tracks
_addT	=   1;   	//(number in minutes) Maximum random added time to the gap

//Triggers only if _rasStyle = false; is used
_secGap =	2;		//(number in minutes) Security time between tracks

ras init file

/*    *    *    *    *    *    *    *    *    *    *    *    *    */
/*	Title:			SPK_RAS										  */
/*	Author: 		Sp4rkY										  */
/*	Description:	Random Ambient Sounds						  */
/*					for Arma 3 Epoch		  					  */
/*	Version:		0.2											  */
/*    *    *    *    *    *    *    *    *    *    *    *    *    */


rasIsPlaying = false;
call compile preprocessFileLineNumbers "addons\SPK_RAS\RAS_play.sqf";
if(alive player)then{
	while{true}do{
		if(isNil "rasNext")then[{
			rasNext = true;
			call fnc_rasPlay
		},{
			waitUntil{rasNext};
			removeMusicEventHandler ["MusicStop",rasActive];
			call fnc_rasPlay;
		}]
	}
};

and ras play

fnc_rasPlay = {
	#include "RAS_settings.sqf";
	private["_minT","_maxT","_rndT","_rndAT","_rndTrck","_cfgSndRndT","_secT"];
	_rndAT = (_addT *60);
	_minT = (_minGap *60 + (random _rndAT));
	_maxT = (_maxGap *60);
	_rndT = (_minT + _maxT);
	_secT = (_secGap *60);
	_cfgSndRndT = (_rndT + _secT);
	if(_rasStyle)then[{
		if(rasIsPlaying)exitWith{};
		rasIsPlaying = true;
		rasNext = false;
		uiSleep _rndT;
		_rndTrck = _tracks call BIS_fnc_selectRandom;
		playMusic _rndTrck;	
		rasActive = addMusicEventHandler ["MusicStop",{rasIsPlaying = false; rasNext = true}]	
	},{
		if(rasIsPlaying)exitWith{};
		rasIsPlaying = true;
		rasNext = false;
		uiSleep _cfgSndRndT;
		_cfgSndTdone = true;
		_rndTrck = _tracks call BIS_fnc_selectRandom;
		playSound _rndTrck;
		if(_cfgSndTdone)then[{
			rasIsPlaying = false;
			rasNext = true;
			_cfgSndTdone = false;
		},{
			waitUntil{_cfgSndTdone};
			rasIsPlaying = false;
			rasNext = true;
			_cfgSndTdone = false;
		}]
	}]
};

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First of all, i know how my files look like, no need to show me ;)

Second is, i don´t know if you got any rpt errors, you only say, i doesnt work and thats all.

Maybe you did anything wrong with installing this. It works, if you follow the steps i´ve posted.

But one little error i was able to see:

In your description.ext at the class CfgSounds:

It have to be

class CfgSounds
{
	sounds[] = {};
[/code]

...not tracks[] = {}; //this is only for CfgMusic.

[url]https://community.bistudio.com/wiki/Description.ext#CfgSounds[/url]

 

I don´t think its a problem, but for going sure you can also try to don´t define the same .ogg files in both classes. For example: You use CfgMusic for this and defined

suspense_1 in CfgSounds too. Like i said, i dont think its a problem, but try to define the sounds only in one class for testing.

 

cheers

 

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so i deleted alll the cfg sounds related to this and just have music.

still nothing, yet my other music is working fine ( intro credits and sound)

1 thing i noticed in the script is 

_tracks is in ras_settings.sqf under private

yet i see this no where else in any file

what is _tracks for in the scripts, its only called in the 1 file.

 

 

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fnc_rasPlay = {
	#include "RAS_settings.sqf";
	private["_minT","_maxT","_rndT","_rndAT","_rndTrck","_cfgSndRndT","_secT"];
	_rndAT = (_addT *60);
	_minT = (_minGap *60 + (random _rndAT));
	_maxT = (_maxGap *60);
	_rndT = (_minT + _maxT);
	_secT = (_secGap *60);
	_cfgSndRndT = (_rndT + _secT);
	if(_rasStyle)then[{
		if(rasIsPlaying)exitWith{};
		rasIsPlaying = true;
		rasNext = false;
		uiSleep _rndT;
		_rndTrck = _tracks call BIS_fnc_selectRandom;

ok? :)

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thanks thats what i thought, so i changed all that. 

and it did play 1 track but then nothing.

 

_minGap =     0.5;         //(number in minutes) Minimum gap between the tracks
_maxGap =     1;     //(number in minutes) Maximum gap between the tracks
_addT    =   0.5;       //(number in minutes) Maximum random added time to the gap

are the settings im trying.

 

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ok so i have this playing the ambients, just need to adj it so it plays the full track, it seems to only play about 3 seconds and then cuts out. is there anyway you can add duration into your script?

i have seen in the past something with a duration= 40;

where 40 is the length of the track.

when ambients play on my server it lasts maybe 5 seconds or less.

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I have no clue what u are talking from.... Try to understand how my script is working and then search the reason which does the conflict in your own files. A duration is already integrated, check the "addMusicEventHandler".

 

Iam running out of ideas and i dont get it why you have such problems. Setup a vanilla server for test purposes and you will see its working, furthermore you are using CfgMusic. I think your mistake is the code running order in your init.sqf (which i noticed in the other thread), an antihack problem, battleye or simply another script which does the conflict.

 

I hope you don´t misunderstand me, but as i said some time ago, actually i have no time to update the script. I released it because it works. Sure there a better way to code it, but for now it does the job. When i find more time, i will do some upgrading to the code. I only can repeat myself and tell you: check your files, correct your code running order (init.sqf) and understand the functionality of RAS.

Thank you, cheers!

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how does your duration work? so it knows to play the whole ogg file?

it plays the ogg files fine, but only like 3-5 seconds, when everyone of my ogg files are at least 12 seconds, some are 2-3 minutes.

I do appreciate your time. once i can make this work fully, i will be trying to make it work server side.

i have always wondered  how 1 can tell what order to place things in the init.sqf file

whether to put

if(isDedicated)

if (isServer)

if(hasInterface)

if(!isDedicated && hasInterface) etc which to place first in the init.

only ah i use is the infistar

not using epochah at all.

as of right now in not getting any errors indicating any conflicts. but i will try a fresh mission file with just ras and the music files and see what happens

 

thanks again.

 

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