hairston630 2 Report post Posted December 13, 2016 (edited) Hi All, I recently added new music to a private exile server I am running. I have been able to get the music to play, thanks to a helpful member on this forum, but wanted to get some confirmation on the additional tracks added to Exile.Altis/Config.cpp/ class CfgExileMusic. Here is the original: Spoiler class CfgExileMusic { Ambient[] = {"ExileTrack03","ExileTrack04"}; Combat[] = {"ExileTrack06","ExileTrack07"}; Intro[] = {"ExileTrack02","ExileTrack03"}; }; Here is my modified config with additional tracks added: Spoiler class CfgExileMusic { Ambient[] = {"ExileTrack01","ExileTrack21","ExileTrack20","ExileTrack19","ExileTrack18","ExileTrack17","ExileTrack16","ExileTrack15","ExileTrack14","ExileTrack13","ExileTrack12","ExileTrack11","ExileTrack10","ExileTrack09","ExileTrack08","ExileTrack07","ExileTrack06","ExileTrack03","ExileTrack04"}; Combat[] = {"ExileTrack06","ExileTrack12"}; Intro[] = {"ExileTrack02","ExileTrack18"}; }; I have added the newly listed tracks in my exile_assets.pbo file but I've only noticed the ExileTracks 1-7 (these 7 tracks are my own custom music though, just overwritten) working in game. Tracks 8-21 don't seem to play even though they are listed in my modified config to play as ambient tracks. Would I need to call the additional tracks from somewhere else? Maybe from a script.txt file? I just wanted to get some clarification and ensure that I haven't missed something. Does everything look ok, above? Thank you! Hairston Edited December 13, 2016 by hairston630 Grammar Share this post Link to post Share on other sites
[HG]RaVeN103 207 Report post Posted December 13, 2016 (edited) It is best to define your music in description.ext. And your music must be in the mpmission. Edited December 14, 2016 by [HG]RaVeN103 Share this post Link to post Share on other sites
hairston630 2 Report post Posted December 13, 2016 Thanks, Raven. I have my Exile.Altis' description.ext open and see the location where I can add my own code. Would it be as simple as adding class CfgExileMusic and the appropriate track numbers? Like this: Spoiler /////////////////////////////////////////////////////////////////////////////// // Server Settings - Modify at will /////////////////////////////////////////////////////////////////////////////// author = "Exile Mod Team"; onLoadName = "Exile Mod"; onLoadMission= "exile.majormittens.co.uk"; loadScreen = "exile_assets\texture\mod\logo.paa"; disableChannels[] = {0, 2}; OnLoadIntro = ""; OnLoadIntroTime = false; OnLoadMissionTime = false; class Header { gameType = Survive; // Do NOT change this minPlayers = 1; maxPlayers = 100; }; class CfgExileMusic { Ambient[] = {"ExileTrack01","ExileTrack21","ExileTrack20","ExileTrack19","ExileTrack18","ExileTrack17","ExileTrack16","ExileTrack15","ExileTrack14","ExileTrack13","ExileTrack12","ExileTrack11","ExileTrack10","ExileTrack09","ExileTrack08","ExileTrack07","ExileTrack06","ExileTrack03","ExileTrack04"}; Combat[] = {"ExileTrack06","ExileTrack12"}; Intro[] = {"ExileTrack02","ExileTrack18"}; }; Share this post Link to post Share on other sites
[HG]RaVeN103 207 Report post Posted December 14, 2016 (edited) nope^^ example class CfgMusic { tracks[]= {track01, track02}; class track01 { name = "Sun Is Shining"; sound[] = {\music\Sun_Is_Shining.ogg, db+0, 1.0}; }; class track02 { name = "Because I Got So High"; sound[] = {\music\Because_I_Got_So_High.ogg, db+0, 1.0}; }; }; Now, i think you add these classnames (track01,track02) in "class CfgExileMusic" Ambient[] = {"track01","track01"}; Tutorial http://www.armaholic.com/page.php?id=1551 Edited December 14, 2016 by [HG]RaVeN103 Share this post Link to post Share on other sites
hairston630 2 Report post Posted December 14, 2016 (edited) Excellent. My last question, hopefully. Since my music is in the same folder as the original tracks (track01-07), how would I set my file path below? sound[] = path?\path?\track01.ogg, db+0, 1.0}; Currently, the file path is exile_assets\music\track01 Would that work? (ie. sound[] = exile_assets\music\track01.ogg, db+0, 1.0};) Thanks Edited December 14, 2016 by hairston630 Added content Share this post Link to post Share on other sites
BetterDeadThanZed 1006 Report post Posted December 14, 2016 I wonder if most people are like me. The first thing I do when I get a new game is turn the music all the way down. 4 Share this post Link to post Share on other sites
hairston630 2 Report post Posted December 14, 2016 2 minutes ago, BetterDeadThanZed said: I wonder if most people are like me. The first thing I do when I get a new game is turn the music all the way down. LOL I usually do too, but this server is customized to play alot like a sp/coop experience. Music is there to enhance the mood. We have some members that are new to Arma 3 and Exile and have yet to experience it this way. We're doing this more for them. Share this post Link to post Share on other sites
[HG]RaVeN103 207 Report post Posted December 14, 2016 8 minutes ago, hairston630 said: Currently, the file path is exile_assets\music\track01 Would that work? (ie. sound[] = exile_assets\music\track01.ogg, db+0, 1.0};) nope, if you modify your @exile mod, then your clients must have the same modified mod, otherwise signature check errors. So you must grab your music in your mpmission. Note that by the tracks your mpmission becomes very large. Share this post Link to post Share on other sites
hairston630 2 Report post Posted December 14, 2016 3 minutes ago, [HG]RaVeN103 said: nope, if you modify your @exile mod, then your clients must have the same modified mod, otherwise signature check errors. So you must grab your music in your mpmission. Note that by the tracks your mpmission becomes very large. They all have the same 21 tracks packed into the pbo. I just didnt know the correct path to put in the description file for those tracks. Currently its exile_assets\music\track# Would that not work? Share this post Link to post Share on other sites
hairston630 2 Report post Posted December 14, 2016 Anyone? Thanks! Share this post Link to post Share on other sites