AUTigerGrad's Regional Ambient Sounds Pack

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  2. 8 years ago

    Here is the working Description file which includes the CTP description. obviously you will need to change the top bits.

    author = "[IRU]Sheeps";
    onLoadName = "IRU Sangin MilSim";
    onLoadMission = "";
    
    joinUnassigned = 0;
    disabledAI = true;
    disableChannels[]={0,1,2,3,4,5,6};
    enableDebugConsole = 1;
    allowFunctionsLog = 1;
    briefing = 0;
    ShowGPS = 1;
    showWatch = 0;
    showMap = 1;
    
    respawn = "BASE";
    respawndelay = 120;
    
    class CfgSounds
    {
    	sounds[]={CTP1};
    	class CTP1 {
    	name="CTP1";
    	sound[]={"sound\CTP.ogg", 1, 1};
    	titles[]= {90, ""};
    	};
    }	
     
    class CfgSFX
    {
    	sounds[] = {};
    
    	class sfxsound
    	{
    		name = "sfxsound";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\sfxsound.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
     
    	class sfxsound2
    	{
    		name = "sfxsound2";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\sfxsound2.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	class sfxsound3
    	{
    		name = "sfxsound3";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\sfxsound3.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	class sfxsound4
    	{
    		name = "sfxsound4";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\sfxsound4.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	class sfxsound5
    	{
    		name = "sfxsound5";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\sfxsound5.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
            class sfxsound6
    	{
    		name = "sfxsound6";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\sfxsound2.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	class sfxsound7
    	{
    		name = "sfxsound7";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\sfxsound3.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	class sfxsound8
    	{
    		name = "sfxsound8";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\sfxsound4.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	class sfxsound9
    	{
    		name = "news1";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\news1.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
            
    	class sfxsound10
    	{
    		name = "music1";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\music1.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	class sfxsound11
    	{
    		name = "music2";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\music2.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
            
    	class sfxsound12
    	{
    		name = "kunduznews";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\kunduznews.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
            
    	class sfxsound13
    	{
    		name = "SanginnewsBBC";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\SanginnewsBBC.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
            class sfxsound14
    	{
    		name = "prayer2";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\prayer2.ogg",15,1,24,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
            
    	class sfxsound15
    	{
    		name = "Britishnews";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\Britishnews.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	 class sfxsound16
    	{
    		name = "ISISpropoganda";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\ISISpropoganda.ogg",15,1,24,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
            
    	class sfxsound17
    	{
    		name = "IEDchatter";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\IEDchatter.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	class sfxsound18
    	{
    		name = "arab_talking";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\arab_talking.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    
    	 class sfxsound19
    	{
    		name = "arabicsong1";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\arabicsong1.ogg",15,1,24,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
            
    	class sfxsound20
    	{
    		name = "arabicsong2";
    		sounds[]={sfxsound};
    		sfxsound[]={"sound\arabicsong2.ogg",15,1,18,1,1,1,0};
    		empty[]= {"",0,0,0,0,0,0,0};
    	};
    }
  3. Ive noticed with all the ambient sounds and my CTP that I dont here them very well when facing where the sound comes from but with my back to it its fine. Anybody got any ideas (headphones are on the right way round!:-P)

  4. Weird... are you using a sound mod like JSRS?

  5. Edited 8 years ago by HeroesandvillainsOS

    Yeah I kind of notice the same thing. It's not as extreme as in me only hearing when my back is turned but changing the trigger sizes for each and rotating them doesn't exactly get the desired result.

    What map are you playing on, Sheeps? FATA has some sound issues which have gotten worse since the BIS update. Would that be the map by chance? Directional sounds are not so great on FATA now. The map is still playable though. Other maps are not quite as noticeable but I definitely get what you're saying. I see it too and I don't use sound mods.

  6. Both Sangin and Taki and Ye I'm using JSRS dragonfyre

  7. Can you give it a try without JSRS loaded and let me know if it's still the same?

  8. Sure. Will give it a whizz later

  9. I don't use any sound mods and like I said, this kind of happens to me to. Not the turning my back thing but trigger size is not really indicative of how well a sound fades in and out of existence. Rotating the trigger doesn't help much either. Not sure if it's the sound files themselves, the trigger limitations or something AuTigerGrad can tweak on his end.

    I love it so so much so it doesn't bother me that bad but I definitely see where Sheeps is coming from.

  10. Edited 8 years ago by SpyderBlack723

    Trigger size will only dictate how close you need to be for the sound to start playing.

  11. Edited 8 years ago by HeroesandvillainsOS

    Ah ok. So probably something AuTigerGrad would need to tinker then. Again, it's great as it is but some of the sounds (music1 for example) sounds good when on foot but it noticeably drops off the radar when driving by slowly in a car. Some of the other sounds can have the same effect too when on foot, while others seem more organic and natural when fading in/out.

  12. If you open the description.ext, you can adjust the sound range for each sound. I believe it's the 3rd number in the config line. (Not looking at it as I type this)

  13. Edited 8 years ago by HeroesandvillainsOS

    @AUTigerGrad If you open the description.ext, you can adjust the sound range for each sound. I believe it's the 3rd number in the config line. (Not looking at it as I type this)

    Sorry for the novice question, but do sounds like these work in a way where increasing range will have an impact on fade in/out as you first enter the trigger area? That's really the one thing I'd adjust TBH. Having the sounds more gradually increase in volume as you approach the trigger center and vice/versa. Currently some of the sounds just sort of stop rather than fade (Spyder and I were just taking about this in regards to his new CTP script so it's not just this pack). Does changing the range work like that or is it in essence the same thing as increasing the trigger size?

  14. Trigger size effects when the sound effect plays.

    Range effects when you actually hear it.

  15. the db+1 is the volume setting. Change the +1 part to make it louder (higher = louder).

  16. Hey @AUTigerGrad holy crap congrats bro on getting included officially in TPW mods!!!! :)

 

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