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Very quick question regarding triggering in-game sound files


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No601_Swallow
Posted (edited)

Hi all. I'm away from my computer over the holidays, but I'm just wondering about using triggers to play in-game sound files (mp3s, etc.). As far as I can recall, using triggers to display graphics (jpgs, etc) in-game, or play mp3s, didn't work, even though there is an mcu for this. I was wondering if this has changed over the past couple of versions of the game? [I know using graphics and recordings in the briefings does work? I think?]

 

On the other hand, didn't Veteranen's Chir Front campaign have custom sounds trigger?

 

Obviously it's no biggie, since I'll be back home in five days' time, and can investigate it myself.

 

(The reason I'm thinking about this is I'm going to try and drive on and finish the second half of a scripted campaign I was working on, which relies quite a lot on HUD messages to "tell the story", and I'm thinking about doing a version for my VR-equipped squadronmates, who normally turn the HUD off altogether. If I could record the texts and then trigger the recordings instead of the messages, then they'd 1) get to fly the missions and 2) listen to my dulcet tones while doing so. What's not to like?)

Edited by No601_Swallow
Posted (edited)

Salutations,

 

Yes, one can trigger a media translator with a target link from another MCU or a message link from and object.

 

You should be able to trigger your media at a point in time in the mission too by placing a date time trigger (pg. 279) anywhere and target link it to an MCU that you want to trigger at a certain time. 

Edited by Thad
Posted

Input to media MCU works as it should as Thad indicated.

I've been playing with custom radio calls.

No601_Swallow
Posted

Cheers Thad and Gambit.

 

It’s funny how enthusiasm can start grabbing you after months of lying dormant. Cant wait to get back and do some work in the ME.

Posted (edited)

As they've said, media translator works as intended. You can see how I've fired off radio messages for players in my supply runner mission ---> https://drive.google.com/open?id=17R1bX9TN3V32WiQaLr-aP3Wc9Ca_UBix

 

 

An audio file plays when the player takes off from an airfield telling them where to land. Then again when they enter that airfield's airspace; telling them which runway to land on. And again, to stop at a certain location on the airfield to resupply (with some funny quips from the ground crew), and finally again to tell the player that they're loaded up and to take off for their next destination. 

 

My MCU's are all labeled and sorted in a nice fashion so others (including yourself) can see how it's done.

Edited by [TWB]Sketch
Posted

Is there a clever way to get this function in Coop missions.

Posted (edited)

Media MCU's work in multiplayer too. They're more annoying though because everyone on the server will hear/see the media file, when it fires.

 

Your clients all have to have the media files and have them stored in the correct location on their computers. Correct me if I'm wrong, but this is normally done when your clients download the map file.

Edited by [TWB]Sketch
Posted
On 1/9/2019 at 9:34 PM, [TWB]Sketch said:

Media MCU's work in multiplayer too. They're more annoying though because everyone on the server will hear/see the media file, when it fires.

 

Your clients all have to have the media files and have them stored in the correct location on their computers. Correct me if I'm wrong, but this is normally done when your clients download the map file.

 

Thanks Sketch this may be something for our Sunday campaign missions where a verbal message is broadcast to all. I shall test it out

Posted (edited)
On 1/9/2019 at 3:34 PM, [TWB]Sketch said:

Media MCU's work in multiplayer too. They're more annoying though because everyone on the server will hear/see the media file, when it fires.

 

Your clients all have to have the media files and have them stored in the correct location on their computers. Correct me if I'm wrong, but this is normally done when your clients download the map file.

 

Tx_Tip writes here that clients do not need to have the audio file. The host must have the audio file in Data\Audio and the media translator must point to that file. I haven't tested whether the audio file is then automatically downloaded to the client to play or the host file is somehow remotely played for every client.

Edited by JimTM
Posted

I've had it work by having the audio files in the same directory on the server as the .mission (etc). The audio file is automatically downloaded to the clients and played. Since it's a network transfer, you should probably consider using low(ish) bitrate and mono to save bytes. This works great for me because I'm using audio for radio calls and the lower quality is fine.

 

If you want, you can also use a Translator Media "simulation mute" to lower the sound of the rest of the game while your audio clip plays. Works well for short audio like radio calls, would be annoying for users if you accidentally left the volume low for longer than a few seconds.

  • Upvote 2
  • 2 weeks later...
Posted

For SP missions especially, once the audio clip is over trigger the media STOP command. Otherwise you won't be able to use the time acceleration after the media is triggered.

Also, the sound clip will stop any time acceleration that was active when it triggered.

 

I wish that was an automatic feature but right now you have to set a timer of the length of the clip and then trigger the stop media MCU.

  • Thanks 1

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