MasterZelgadis Posted February 27, 2017 Posted February 27, 2017 (edited) DCS - SQS What is this? At the moment the only option to send voiceovers so that CA players can hear them is "Sound to [All/Coalition]". This is because the CA player has no access to radio equipment, even worse if he is not steering a vehicle, then even "Sound to Country" does not work. This is not a big problem, unless you have a very dynamic mission, with voiceovers based on actions the players do rather than voiceovers that play after a specific timetable. But in a dynamic mission, situations can occur, when two voiceovers have to be played directly each after another. DCS doesn't buffer those sounds, so the second sound will be played even if the first was not completed, which makes the first one stop. This is especially annoying, when you want to give mission critical information via voiceover SQS - Sound Queue System With this script you can send sounds into a queue instead of sending them directly. If a voiceover is added to the queue while another voiceover is still playing, it gets queued up until the first voiceover has ended. Then the next voiceover in the queue is played. How to use On mission start load the "sqs.lua" script via "Do Sript File" trigger. You can do this at mission start or after a few seconds. To add a voiceover instead of using the "Sound to.." trigger, use the "sqs.AddSoundToCoalition" function. sqs.AddSoundToCoalition(Coalition, SoundFile, Duration) The coalition has to be a value of 0 (Neutral), 1 (Red), 2 (Blue). Soundfile has to be the filename of a soundfile added to the .miz file. You can do this via your preferred zip tool or by adding a trigger "Sound to ..." which is never actually triggered. Duration is the length of the sound file in seconds. For example: sqs.AddSoundToCoalition(2, "MissionBriefing.ogg", 36) That's all! Be advised: At the moment only "Sound to Coalition" is supported. I will try to add other ways to send sounds, but that will be more complicated. And because I need the "Sound to Coalition" for my current work in progress mission, I implemented that first ;) Prerequesites None. Not even MIST SQS is a mission based script. You can implement it into your mission. Clients do not have to install any mods or scripts. Incompatibilities None that I know about. Maybe if a script uses the namespace "sqs". Performance impact None that I know about. If you encounter performance issues maybe you can increase the loop interval. Have too little lua experience to give some reliable info about this. Link You can find the script with an example mission at my github https://github.com/MasterZelgadis/DCS-SQS Edited March 1, 2017 by MasterZelgadis "Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler." http://www.space-view.net
MasterZelgadis Posted March 1, 2017 Author Posted March 1, 2017 Just made a small script regarding this problem here "Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler." http://www.space-view.net
falken76 Posted May 2, 2018 Posted May 2, 2018 I'm learning how to use the Mission editor right now. I ran into this problem just recently. Is there a way to play another sound ON TOP of one that is playing as opposed to queing it as the next file to play? I have music set to play going to play all to coalition. But I also have event triggers set to go off when certain aircraft are shot down and when that happens it triggers new aircraft to take off from a base and play a sound when the enemy AI dies. When it plays the sound it cancels the music track and plays the enemy ai death sound. Can I stack these on top of each other somehow? The death cry can't be added into the music soundtrack because it needs to remain dynamic since the enemy AI could be shot down at any time or not at all. Can LUA code be used to actualy break the mechanics of the game to allow this to happen?
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