Sound: SoundSet – Arma 3
Jump to navigation
Jump to search
Megagoth1702 (talk | contribs) (added shape parameter) |
m (Text replacement - " it's" to " it is") |
||
Line 39: | Line 39: | ||
| 0 (no limit) | | 0 (no limit) | ||
| | | | ||
* number of SoundShaders (with parameter limitation set to true) to be submixed in order from the highest volume. Volume here is ment to be output volume value after it | * number of SoundShaders (with parameter limitation set to true) to be submixed in order from the highest volume. Volume here is ment to be output volume value after it is expression evaluation and applied rangeCurve | ||
* SoundShaders with limitation parameter set to false will be processed always | * SoundShaders with limitation parameter set to false will be processed always | ||
Revision as of 18:21, 7 September 2020
SoundSet
SoundSet is second level of sound configuration. It contains array of SoundShaders to be mixed and parameters for advanced features and options.
All SoundSets have to be configured in the base class CfgSoundSets.
|
parameter | unit/values | default | descriptions |
---|---|---|---|
soundShaders |
{SoundShader1, ...} |
none |
|
soundShadersLimit | (0..n) | 0 (no limit) |
|
volumeFactor | float (0..n) or dBx | 1 |
|
volumeCurve | {{d0, v0}, {d1, v1}, ... } or Class name | defaultVolumeCurve
defined in CfgSoundGlobals |
|
volumeRandomizer | (0..6dB) [dB] | 0 |
|
volumeRandomizerMin | (0..6dB) [dB] | 0 |
|
frequencyFactor | (0..n) | 1 |
|
frequencyRandomizer | (0..12) [semitones] | 0 |
|
frequencyRandomizerMin | (0..12) [semitones] | 0 |
|
loop | {0, 1} or boolean | 0 |
|
playTrigger | simple expression | 0 |
|
shape | class name | none |
|
delay | [s] | 0 |
|
delayRandomizer | [s] | 0 |
|
distanceFilter | Class name / "none" | defaultDistanceFilter
defined in CfgSoundGlobals |
|
sound3DProcessingType | Class name / "none" | defaultSound3DProcessingType
defined in CfgSoundGlobals |
|
spatial | {0, 1} or boolean |
| |
doppler | {0, 1} or boolean |
| |
speedOfSound | {0, 1} or boolean |
| |
occlusionFactor | (0..1) |
| |
obstructionFactor | (0..1) |
|
class CfgSoundSets
{
class Rifle_Shot_Base_SoundSet
{
soundShaders[] =
{
MX_Closure_SoundShader,
MX_closeShot_SoundShader,
MX_midShot_SoundShader,
MX_distShot_SoundShader,
MX_tailInterior_SoundShader
};
volumeFactor = 1.6;
volumeCurve = InverseSquare2Curve;
sound3DProcessingType = WeaponMediumShot3DProcessingType;
distanceFilter = weaponShotDistanceFreqAttenuationFilter;
spatial = 1;
doppler = 0;
loop = 0;
};
};