Making voice and Morse code navigation beacons.

mongoose

SOH-CM-2026
OK I'm trying to develop beacons either Morse code or voice beacons for TOW II, and I've been running into one main issue, which is that the whole sound file is not completed; I just get snippets of it, either the 1st sentence or phase in the voice beacon, or the 1st or few Morse code bits, if it's a Morse code file. I'm not quite sure of the reason but some reasons put to me by chat GBT is perhaps that CFS3 can't deal with these kind of additives to what is basically a weapon/gun set up. Many things have been tried, including extending the time between messages, (rate), or silence before and after a message in the wav file, all in which to give the install more time to work on it. but it's not working at the moment. Does anybody have any ideas how we can deal with voice or Morse code beacons as we do it for certain lights and other simpler beacons. I should add that I've tried going the route of using effects both in the gun XDP and linked to an effects XML file, which is a sound file, and I'm not quite sure if sound files work well in the effects XML. Maybe somebody has ideas about how to to program a sound effect file in the effects XML.
 
Answering your other thread here, since it seems more relevant:

Here is an example sound effect.

<snd_bullet_impact_small ClassName="SoundEffect" Sound="bullet_impact_small" InitialDelay="0.0" MinDistance="1" MaxDistance="50" Volume="100" Loop="0" OneShot="1"/>

bullet_impact_small does not reference a sound file, it references a section of the sounds.xml, which looks like this:

<bullet_impact_small Looping="No" Static="Yes" Random="Yes" InternalOnly="no">
<sound fileInt="imp_small_a.wav" file="imp_small_a.wav"/>
<sound fileInt="imp_small_b.wav" file="imp_small_b.wav"/>
<sound fileInt="imp_small_c.wav" file="imp_small_c.wav"/>
<sound fileInt="imp_small_d.wav" file="imp_small_d.wav"/>
<sound fileInt="imp_small_e.wav" file="imp_small_e.wav"/>
<sound fileInt="imp_small_f.wav" file="imp_small_f.wav"/>
<sound fileInt="imp_small_g.wav" file="imp_small_g.wav"/>
<sound fileInt="imp_large_a.wav" file="imp_large_a.wav"/>
<sound fileInt="imp_large_b.wav" file="imp_large_b.wav"/>
<sound fileInt="imp_large_c.wav" file="imp_large_c.wav"/>
<sound fileInt="imp_large_d.wav" file="imp_large_d.wav"/>
<sound fileInt="imp_large_e.wav" file="imp_large_e.wav"/>
</impact>

That should give you the basic structure. It's been a while since I've messed with these, but I think OneShot="1" is the relevant parameter for your issue. This should allow your full sound file to be played without getting cut off early.
 
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