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Custom sound A playing stop custom sound B


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Posted (edited)

Hi guys,

 

I wish I am missing something since it is the first thing that really killed my buzz while writing a custom mission.

 

It seems like that if you start a custom sound thru a trigger in editor ...then a second trigger starting a second sound (while the first sound is still playing) will simply kill the first one. Meaning we cannot have two sound files playing simultaneously.

 

Is there a way around this or it is a known limitation?

 

That is a really rough thing ... let say you are listening to a voice over (custom sound) than a small alarm beep is called (another custom sound) ... then the voice is cut.

 

... or you have a song starting for a scene ...then a custom voice over sound cut the music.

 

Anything can be done here? I am using a lot of medias in my mission for immersion with all the games I create missions for ... and that would be a very bad news if it's the case :(

 

I tested this with both the standard editor and moose. Both behave the same way ...sound 2 always kill sound 1.

Edited by Frag
Posted

Radio transmissions can play over sound triggers in the event you need something like an air raid siren; I've cheated this a couple of times myself. The obvious drawback is that if a client is not tuned to the correct frequency they will not hear the transmission.

 

If it's something that occurs at a scripted time in the dialogue, just mix the sounds yourself using an audio editor such as the free Audacity.

 

What exactly are you trying to do?

Posted

I am mostly building dynamic mission that operate with MOOSE and custom code. So let's say a beep occurs when you are reaching an altitude too high (check by a scheduler), it could happen while you have a voice over ... than the sound is cut.

 

I will open a bug for this at DCS. This really kill immersion.

 

In the meanwhile, I will use your workaround, which I could live with for some time...

 

Thanks for the reply feefifofum

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