This plugin requires CommsHack plugin by Virtual to work. Install it before using the CommsHackEvents plugin. It's recommended to setup up the CommsHack config as well.
Both plugins require the files to be converted from .mp3
to .raw
format. To do this you need to use a converter such as ffmpeg that you can download from here. You will only need the executable and you can get rid of the other files.
After running your server with the plugin installed, the CommsHackAudio
folder will be generated in the EXILED/Configs
folder. This is the folder where you're going to put your audio files.
*Keep in mind that you only need to convert the file once, you don't need to convert it again.
Method 1: Convert Using CommsHack
In the base CommsHack plugin set your f_f_m_p_e_g:
path to ffpmeg.exe
, for example C:/Users/User/AppData/Roaming/EXILED/Configs/CommsHackAudio/ffpmeg.exe
. (or wherever the CommsHackAudio folder is located)
Now every time the plugin runs a .mp3
file (ie you run audio
command from CommsHack or when the certain event occurs) it will automatically convert it to a .raw
file and use that one.
Method 2: Converting the File Manually:
With this method you manually run the ffmpeg.exe
via Windows CMD / Linux Terminal. To do this go to the directory where the executable is located and type the following, replacing example.mp3
with your file name:
ffmpeg.exe -i "example.mp3" -f f32le -ar 48000 -ac 1 example.mp3.raw
Using this method you don't need manually use the CommsHacks plugin and run it in-game.
Put your files in a CommsHackAudio
folder if they aren't there already. The file extension should .mp3
or .raw
(.mp3.raw).
The raw
files will not run the ffmpeg.exe
The .mp3
will run the executable every time, so as said earlier once the file has been converted you can switch to .raw
file to prevent running it every time and improve efficiency and latency between when the event happens and the audio plays.
Now choose the event that you would like to play the sound from and then input the file name , the volume, and the delay. Example:
# Called when the NTF are spawned:
ntf_entrance:
file_name:
- example.mp3.raw
volume: 0.3
delay: 0
This will play the example.mp3.raw
located in your CommsHackAudio
folder when NTF are respawned. Since delay is set to 0
there won't be any delay.
Setting either delay
or volume
to negative number will now change the event into "sound stopping event". When the event is called currently playing sound will be stopped.
Now listen carefully, because this is the most important step: TEST THE MUSIC / SOUND BEFORE PUTTING IT ON A PUBLIC SERVER!!! IF IT IS TOO LOUD NORTHWOOD WILL YEET YOUR SERVER FROM THE SERVER LIST. YOU HAVE BEEN WARNED! Note: Does not apply if your server is not on a Verified Server List but it is a general rule of thumb not to earrape players on your server.
Congratulations! You have configured the plugin and it should be ready to go.