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Discussion: ArmA - Development / ArmA - Mission Development - Music - Hey guys quick question, I know there's a few guys who use music effects in
  1. #1


    Join Date
    Aug 2007
    Posts
    240

    Music

    Hey guys quick question, I know there's a few guys who use music effects in their missions regularly, whats the most efficient way to implement these, I'm looking to add some intro music into a new mission I'm making. However I would like it to work like in Ia Drang where the music doesn't start until the players get airborne on their way to their objectives not upon initial startup. Thanks for the help.

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  3. #2

    Smooov's Avatar

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    Jun 2009
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    46

    Re: Music

    Ok,first you need to make sure your music is in OGG format.i dont know of any free convertors only trials,a good one is the dbpoweramp converter.Now to put the music in just paste this code into the description.ext.Also make sure there is a music folder inside your mission.Obviously you would change the names here to the file name of your song.

    class CfgMusic
    {
    tracks[]={filename};
    class filename
    {
    name = "filename";
    sound[] = {"\music\filename.ogg", db+0, 1.0};
    };
    };


    The track name will appear in the tracks list ingame.What i did for my mission was put a trigger at the opfor spawn so when the game started and someone spawned the music went off.So you can make a trigger right outside the base that activates when a blufor unit gets to it Or you can make it so it activates after every chopper passes through the trigger
    .This is how my soundtrack code looks like since i have multiple songs

    class CfgMusic
    {
    tracks[]={life,fail,panic,half,drop,fallout,finale,romeo,t ension,tribal};
    class life
    {
    name = "life";
    sound[] = {"\music\life.ogg", db+0, 1.0};
    };
    class fail
    {
    name = "fail";
    sound[] = {"\music\fail.ogg", db+0, 1.0};
    };
    class panic
    {
    name = "panic";
    sound[] = {"\music\panic.ogg", db+0, 1.0};
    };
    class drop
    {
    name = "drop";
    sound[] = {"\music\drop.ogg", db+0, 1.0};
    };
    class fallout
    {
    name = "fallout";
    sound[] = {"\music\fallout.ogg", db+0, 1.0};
    };
    class finale
    {
    name = "finale";
    sound[] = {"\music\finale.ogg", db+0, 1.0};
    };
    class romeo
    {
    name = "romeo";
    sound[] = {"\music\romeo.ogg", db+0, 1.0};
    };
    class tension
    {
    name = "tension";
    sound[] = {"\music\tension.ogg", db+0, 1.0};
    };
    class tribal
    {
    name = "tribal";
    sound[] = {"\music\tribal.ogg", db+0, 1.0};
    };
    class half
    {
    name = "half";
    sound[] = {"\music\half.ogg", db+0, 1.0};
    };
    };
    Last edited by Smooov; 10-13-2009 at 04:42 PM.

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  5. #3


    Join Date
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    240

    Re: Music

    Thanks, worked great.

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  7. #4


    LowSpeedHighDrag's Avatar

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    Re: Music

    and please use a sound/music editor to shorten the file size. No one likes to download a mission thats 1.5MB+ due to music, thats just silly. Not to mention the bandwidth hogging that will commence which will lead to desyncs all around.



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  9. #5
    Inq
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    Re: Music

    You can also use "cfgsounds" if you want it to be controlled by the sound fx slider ingame because people turn their music slider off a lot.

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