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March 25, 2025 at 17:56 #5017
Hey everyone, I need some help understanding how to play two sound files at the same time in Joint Ops, if it’s even possible. I’m working on a single-player map and want to have both music and other sound effects playing simultaneously. The problem is that when using raw .wav files, one won’t start until the other finishes. So far, I’ve tried creating a .dbf file with a Dialogue Editor and triggering it through an event in Med ‘Play Dlg’ , but the game doesn’t seem to read them. I also attempted modifying a .lwf file by adding custom sound sets, but I’m not sure how to get that working either. I’ve seen maps in both Joint Ops and DFBHD that manage to do this, so there must be a way. Does anyone know how to get it working? Any help would be appreciated!
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March 26, 2025 at 15:40 #5018
Hey Cipher,
Great question. Please understand that the following is based on your request for “any help would…”.
If you are setting your map to single player, try changing it to coop and test. Also, you can host your make through NovaWorld and play it through a server. Sometimes the differing game engines treat code differently and I have seen things work using these methods where single player mode seems less apt to fire all possible elements.
Please let us know if you are successful and how you overcame the issue.
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March 26, 2025 at 18:20 #5019
[quote quote=5017]Hey everyone, I need some help understanding how to play two sound files at the same time in Joint Ops, if it’s even possible. I’m working on a single-player map and want to have both music and other sound effects playing simultaneously. The problem is that when using raw .wav files, one won’t start until the other finishes. So far, I’ve tried creating a .dbf file with a Dialogue Editor and triggering it through an event in Med ‘Play Dlg’ , but the game doesn’t seem to read them. I also attempted modifying a .lwf file by adding custom sound sets, but I’m not sure how to get that working either. I’ve seen maps in both Joint Ops and DFBHD that manage to do this, so there must be a way. Does anyone know how to get it working? Any help would be appreciated! [/quote]
Hi Nova,
In my experience when I did mapmaking, which was for COOP and in NILE, I was not able to trigger multiple custom wav files at the same time using the wac command.
Like:
wave(“sfx_bird04.wav”,255)I was able to play one after another instead.
In order not to interrupt a wave currently playing, you can use waveready() to check if the game is ready to play it.However maybe you can play multiple wave files if you attach the wave to multiple objects in the game that are on the same location.
Check out this thread for more information on how to do that:
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March 26, 2025 at 19:34 #5020
I know how to play wav files using wac commands, and I’ve even learned how to create custom ones. I also know that it’s possible to play multiple sounds simultaneously because as I said previously, but the only way to do this is by using sound sets defined in the .lwf files of the game. Alternatively, sounds can be played in Med using the ‘Play Dialogue’ event, which requires a .dbf file. For example, all the training missions utilize these files and play the wavs without relying on wac commands. When the game plays other sounds (like vehicle noises, gunshots, etc.), it’s using sound sets. These sound sets are defined in the LWF files of the game, which controls parameters such as volume, distance, and how many sound files are played within the set. I guess the game needs a program or something to make custom ones, just dont know how and can’t seem to find any information relevant to this.
Here is another example. Say I want a bot to play a soundset every 5 second. I can set up a wac event something like this:if eq(v1, 1) and elapse(5) then
ss2ssn ss_GS_M16AI,11
endifNow this sound can be heard as though the weapon is fired from that ssn and is not going to cut any wav file that might currently be playing, if it makes sense.
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