From Bohemia Interactive Community
Signals are a way of interfacing between the GameWorld and Audio (and other areas).
At the core, a signal simply is a value defining the attribute of something, e.g the current RPM of a vehicle or the time of day.
Signals can be stored on Entities by using the SignalsManagerComponent.
These stored Signals will be automatically made available to the Entity's SoundComponent so they can be used when generating sounds through their referenced .acp files.
Additionally, there is a number of Global Signals, which are stored on the Gameworld's GameSignalsManager (if one exists), as well as global Audio Variables.
The "advanced" SoundComponents (SoundComponent + its children) will automatically access these Global Signals as well.
Signal Setup
The Signal and Global Variables Simulation window allow audio designers and modders to easily modify signals that are used within an .acp or .sig file to 'simulate' their behaviour in game.
Although it was predominantly designed for the Audio Editor, it is also present in the Procedural Animation Editor.
- Edit Min/Max: Toggles to edit the minimum and maximum values of the simulated signals
- Copy all properties: Copies the minimum/maximum and value of all simulated signals
- Paste all properties: Pastes the minimum/maximum and value of all simulated signals
Signals
GameCode
AimingComponent
Name
|
Value/Range
|
Description
|
AimElevation
|
|
|
AimTurn
|
|
|
AimElevationTime
|
|
|
AimTurnTime
|
|
|
AmbientSoundsComponent
Name
|
Value/Range
|
Description
|
AboveTerrain
|
|
Height (m) above the terrain.
|
SunAngle
|
|
|
RiverL
|
|
|
RiverR
|
|
|
RiverRB
|
|
|
RiverLB
|
|
|
RiverSlope
|
|
|
LakeL
|
|
|
LakeR
|
|
|
LakeRB
|
|
|
LakeLB
|
|
|
AnimalSoundComponent
Name
|
Value/Range
|
Description
|
Surface
|
|
Surface under the entity
|
BaseStaminaComponent
Name
|
Value/Range
|
Description
|
Exhaustion
|
|
|
CharacterAimingComponent
Name
|
Value/Range
|
Description
|
WeaponElevation
|
|
|
WeaponTurn
|
|
|
CharacterSoundComponent
Name
|
Value/Range
|
Description
|
MovementSpeed
|
- 0 (idle)
- 1 (walking)
- 2 (running)
- 3 (sprinting)
|
Movement type
|
Surface
|
|
Surface under the character.
|
Stance
|
- 0 (Stand)
- 1 (Crouch)
- 2 (Prone)
|
|
Speed
|
0..5.5
|
Value taken from physics for playerCharacter. For remote proxy, speed is calculated as (posLast- pos).Length() / time. Speed is updated every 100 ms for improved accuracy and less oscillation.Speed is then clamped to a maximum of 5.5
|
WaterDepth
|
0..inf
|
Distance between ocean surface and terrain surface
|
WeaponStance
|
- 0 (Lowered)
- 1 (Raised)
- 2 (ADS)
|
Indicates the current stance that the character is holding the weapon.
|
RHItemSoundInfo
|
|
Determines what item is in the right hand of the character.
|
BackItemSoundInfo
|
|
Determines what item is on the character's back. If there are two weapons on the back, the signal will return the weapon with higher SoundInt.
|
BackPackSoundInfo
|
|
|
JacketSoundInfo
|
|
|
VestSoundInfo
|
|
|
BootsSoundInfo
|
|
Determines what item is on player feet.
|
UnderPlayerControl
|
bool (0 or 1)
|
True if the character is handled by the client player. False if handled by a remote other player or AI - sort of "IsLocalPlayer".
|
SightSoundInt
|
|
Returns value set on SightsComponent.
|
IsInPlayerVehicle
|
bool (0 or 1)
|
|
Leaning
|
float -1..+1
|
|
BushContact
|
|
|
BushHeight
|
|
|
CharacterStaminaComponent
Name
|
Value/Range
|
Description
|
BreathProgress
|
|
|
BreathMagnitude
|
|
|
BreathFrequency
|
|
|
CommunicationSoundComponent
Name
|
Value/Range
|
Description
|
IsAI
|
bool (0 or 1)
|
Determines if the character is controlled by a player or by AI.
|
Global
Name
|
Value/Range
|
Description
|
GInterior
|
<0; 1>
|
1 - when player is inside
|
EnvironmentType
|
|
- 0 - Meadow
- 1 - Conifer (if Trees > 30)
- 2 - Leafy (if Trees > 30)
- 3 - Houses (if Buildings > 3)
- 4 - Hills (if aboveSea > 100)
|
GIsThirdPersonCam
|
|
<0,1> 1 if in third person camera
|
GCurrVehicleCoverage
|
|
<0,n> Coverage value of the current vehicle of the player character.
|
GAboveSea
|
|
Distance from ocean level to camera
|
GAboveFreshWater
|
|
2 if above water level
(-inf, 0) if submerged
Calculated to the camera position
|
GVehicleInterior
|
|
<0,1> "How much inside" the camera is within a vehicle.
|
HitSoundEffect
Name
|
Value/Range
|
Description
|
Surface
|
|
Surface that the bullet hit
|
ImpactSpeed
|
0..inf
|
bullet velocity on impact in m/s
|
ImpactType
|
- 0 (None)
- 1 (Deflection)
- 2 (Penetration)
- 3 (LastImpact)
- 4 (OutOfBounds)
|
Bullet impact type
|
SoundComponent
Name
|
Value/Range
|
Description
|
AnimSelector
|
Integer
|
Selector signal based on userInt of animation event
|
Distance
|
≥ 0
|
Distance in meters between emittor & listener
|
Houses
|
|
|
Forest
|
|
|
Meadows
|
|
|
Sea
|
|
|
AboveSea
|
|
|
Interior
|
|
1 if emitter inside the building (requires SoundWorld on map & buildings with properly set up BSP.
|
RoomSize
|
|
|
SurfaceWetness
|
|
|
VehicleSoundComponent
Name
|
Value/Range
|
Description
|
Speed
|
Integer
|
|
Surface
|
|
|
WaterDepth
|
|
|
Damper"N"
|
Integer
|
N - wheel number
|
Suspension"N"
|
Integer
|
N - wheel number
|
Latslip"N"
|
Integer
|
N - wheel number
|
UnderPlayerControl
|
bool (0 or 1)
|
True if the character is handled by the client player. False if handled by a remote other player or AI.
|
Brake
|
|
|
CollisionDV
|
|
|
ImpactSurface
|
|
|
HornState
|
|
|
Damage
|
|
In Script. Overall Damage
|
EngineDamage
|
|
In Script. Engine hit zone damage
|
AimTurnTimeTurret
|
|
|
AimElevationTimeTurret
|
|
|
AimTurnTurret
|
|
|
AimElevationTurret
|
|
|
VoNComponent
Name
|
Value/Range
|
Description
|
Interior
|
|
1 if emitter inside building
|
UnderPlayerControl
|
bool (0 or 1)
|
True if the character is handled by the client player. False if handled by a remote other player or AI.
|
IsInPlayerVehicle
|
|
|
GInterior
|
|
|
GIsThirdPersonCam
|
|
|
GCurrVehicleCoverage
|
|
|
WeaponSoundComponent
Name
|
Value/Range
|
Description
|
Suppressor
|
bool (0 or 1)
|
Suppressor attached
|
TimeSinceAutoSeqStart
|
≥ 0
|
time since the first shot of an automatic fire sequence (-1 if weapon does not have auto support)
|
TimeSinceAutoSeqEnd
|
≥ 0
|
time since the last shot of an automatic fire sequence (-1 if weapon does not have auto support)
|
IsADS
|
bool (0 or 1)
|
When Aiming Down Sights.
|
UnderPlayerControl
|
bool (0 or 1)
|
True if weapon is handeled by player character. False, if handeled by remote, AI or no character
|
IsInPlayerVehicle
|
|
|
SightSoundInt
|
|
Returns value set on SightsComponent.
|
Surface
|
|
Surface for deployed weapon
|
Script
SCR_AITalk
Name
|
Value/Range
|
Description
|
Vehicle
|
|
|
Character
|
|
|
TargetDistance
|
|
|
DirectionAngle
|
|
|
SoldierCalled
|
|
|
Role
|
|
|
Flank
|
|
|
Faction
|
|
|
Seed
|
|
|
SCR_BellSoundComponent
Name
|
Value/Range
|
Description
|
TimeOfDay
|
|
|
SCR_BuildingSoundComponent
Name
|
Value/Range
|
Description
|
WindSpeed
|
|
|
SCR_ChimeraAIAgent
Name
|
Value/Range
|
Description
|
Seed
|
|
|
SoldierCaller
|
|
|
SCR_ClockHandComponent
Name
|
Value/Range
|
Description
|
ClockHand
|
|
|
SCR_CompassComponent
Name
|
Value/Range
|
Description
|
Needle
|
|
|
Shake
|
|
|
InHand
|
|
|
InMap
|
|
|
Close
|
|
|
SCR_EngineHitZone
Name
|
Value/Range
|
Description
|
EngineDamage
|
|
|
SCR_FiringRangeController
Name
|
Value/Range
|
Description
|
DistanceOne
|
|
|
DistanceTen
|
|
|
DistanceHundred
|
|
|
RoundOne
|
|
|
RoundTen
|
|
|
RoundHundred
|
|
|
RoundThousand
|
|
|
SCR_FiringRangeTarget
Name
|
Value/Range
|
Description
|
target_hit
|
|
|
SCR_FlammableHitZone
Name
|
Value/Range
|
Description
|
Damage
|
|
|
SCR_FuelNode
Name
|
Value/Range
|
Description
|
fuel + tankID
|
|
|
fuelTank
|
|
|
SCR_GameModeCampaignMP
Name
|
Value/Range
|
Description
|
Base
|
|
|
CompanyCaller
|
|
|
CompanyCalled
|
|
|
PlatoonCaller
|
|
|
PlatoonCalled
|
|
|
SquadCaller
|
|
|
SquadCalled
|
|
|
Seed
|
|
|
TransmissionQuality
|
|
|
SCR_GearboxHitZone
Name
|
Value/Range
|
Description
|
GearboxDamage
|
|
|
SCR_HelicopterSoundComponent
Name
|
Value/Range
|
Description
|
AirSpeed
|
|
|
AltitudeAGL
|
|
|
climbRate
|
|
|
CollisionDM
|
|
|
DamageState
|
|
|
EngineAngle
|
|
|
Engine_01DamageState
|
|
|
Engine_02DamageState
|
|
|
EngineOn
|
|
|
EngineRPM
|
|
|
FireState
|
|
|
ImpactSurface
|
|
|
MainRotorRPM
|
|
|
MainRotorRPMScaled
|
|
|
PitchAngle
|
|
|
RollAngle
|
|
|
RotorMainDamageState
|
|
|
RotorTailDamageState
|
|
|
Speed
|
|
|
SpeedToCamera
|
|
|
suspension1
|
|
|
suspension2
|
|
|
suspension3
|
|
|
TailRotorRPMScaled
|
|
|
TurnRate
|
|
|
SCR_RadioComponent
Name
|
Value/Range
|
Description
|
Power
|
|
|
Channel_K
|
|
|
Channel_M
|
|
|
SCR_SetTargetsModeUserAction
Name
|
Value/Range
|
Description
|
StartRound
|
|
|
SCR_VehicleEngineOnCondition
Name
|
Value/Range
|
Description
|
engineOn
|
|
|
SCR_VehicleSoundComponent
Name
|
Value/Range
|
Description
|
RainIntensity
|
|
|
SCR_WristwatchComponent
Name
|
Value/Range
|
Description
|
Hour
|
|
|
Minute
|
|
|
Second
|
|
|
Day
|
|
|