Referencing MPQ Imported Sound

  • Thread starter Thread starter tenebrous
  • Start date Start date
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tenebrous

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Anyone know how to reference an .mp3 or .wav that has been imported into the war3patch.mpq inside WorldEdit?

I tried specifying the path of the imported .mp3 (when I added it to the mpq) to match the paths of the internal sounds, but it seems the sound lists are hardwired in WorldEdit.

Also, I can't seem to change the path of sounds for variables created in the Sound Manager, so I don't see how one would contain a sound in the sound variables.

thanks
 
You must import the sounds through the sound manager,a nd if they're in your .MPQ, theys hould pop up on the Sound Manager. Try going to the Sound Manager, going to your sound, and hit "Use as Sound" or "Use as Music".
 
my guess would be to convert your play sound trigger action into JASS, and then grab the mpq path of the sound and paste it into the action in the appropriate spot.

e.g.

playsoundbj("sound\\test.mp3")
 
-->

conan - The Sound Manager doesn't recognize sounds imported into the .MPQ in its internal or custom list, so I can't "Use as Sound."


Darg -
This is the trigger I'm working on, it's just a transmission.

//
function Trig_Yensid1_Conditions takes nothing returns boolean
if ( not ( udg_transmissions == true ) ) then
return false
endif
return true
endfunction

function Trig_Yensid1_Actions takes nothing returns nothing
set udg_transmissions = false
call PauseAllUnitsBJ( true )
call CinematicModeBJ( true, GetPlayersAll() )
call ShowInterfaceForceOff( GetPlayersAll(), 0.50 )
call SetUserControlForceOff( GetPlayersAll() )
call TriggerSleepAction( 0.50 )
//

Here's the transmission:

call TransmissionFromUnitTypeWithNameBJ( GetPlayersAll(), Player(7), 'Udea', "TRIGSTR_948", GetPlayerStartLocationLoc(Player(7)),

--> gg_snd_O02Mannoroth34, <-- (How would I specify a path here?)


"TRIGSTR_949", bj_TIMETYPE_SET, 6.19, true )


call TriggerSleepAction( 1.00 )
call PauseAllUnitsBJ( false )
call SetUserControlForceOn( GetPlayersAll() )
call ShowInterfaceForceOn( GetPlayersAll(), 0.50 )
call CinematicModeBJ( false, GetPlayersAll() )
set udg_transmissions = true
endfunction

//===========================================================================
function InitTrig_Yensid1 takes nothing returns nothing
set gg_trg_Yensid1 = CreateTrigger( )
call TriggerRegisterTimerEventSingle( gg_trg_Yensid1, 1654.00 )
call TriggerAddCondition( gg_trg_Yensid1, Condition( function Trig_Yensid1_Conditions ) )
call TriggerAddAction( gg_trg_Yensid1, function Trig_Yensid1_Actions )
endfunction
 
what path did you put the sound in inside the MPQ?

if it was the path war3mapImported\sounds, then you would type:

"war3mapImported\\sounds\\gg_snd_O02Mannoroth34.mp3"

including the quotes
 
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