Audio: Projectile Sounds Module – Arma Reforger

From Bohemia Interactive Community

The ProjectileSoundsModule:

  • Handles Sonic Crack / Bullet Flyby sounds.
  • The World has to contain a ProjectileSoundsModule entity for Sonic Cracks / Bullet Flybys to work.
  • You can use the prepared prefab (\Prefabs\Sounds\Weapons\ProjectileSoundsModule.et) or create a new one.
  • The ProjectileSoundsModule needs to have all bulletCrack/flyBy acps which will be used defined in the "unsorted" category.
  • The ProjectileSoundsModule entity has MaxAudibleDistance parameters for Subsonic (Bullet FlyBy) and supersonic sounds (Sonic Crack).
  • The "Exclusion Radius" parameter defined the radius to the projectile's spawn location in which no sound will be played. Helps to prevent the projectiles from playing sounds when they shouldn't in some edge-cases.
Before armareforger-symbol black.png 1.6.0, ProjectileSoundsModule was named ProjectileSoundsManager.


ShellMoveComponent

ShellMoveComponent:

  • Ammo prefabs need to have a ShellMoveComponent.
  • Subsonic and supersonic flyby/crack sounds can be defined in the "Audio Resources" tab.
The defined acps need to also be defined in the ProjectileSoundsModule.


Sound Events

See Audio: Sound Events - ProjectileSoundsModule.


Signals

  • Distance: from listener to projectile sound
  • Angle: between projectile trajectory and shooter-listener direction [0..180 degrees]
  • Speed: Initial speed of projectile.
  • IsDeflected: 0 if passing projectile never touched the ground, 1 if passing projectile got deflected before reaching the listener