Sound: SoundSet – Arma 3
Jump to navigation
Jump to search
Megagoth1702 (talk | contribs) m (additional info) |
Lou Montana (talk | contribs) m (Text replacement - " !''" to " ! ''") |
||
(12 intermediate revisions by 4 users not shown) | |||
Line 1: | Line 1: | ||
{{GameCategory|arma3|Sound}} | |||
== SoundSet == | == SoundSet == | ||
Line 6: | Line 6: | ||
All SoundSets have to be configured in the base class '''CfgSoundSets'''. | All SoundSets have to be configured in the base class '''CfgSoundSets'''. | ||
{| | {{Feature | informative | ||
| | | | ||
* SoundSet in fact represents one single submixed sound, with the length of the longest sample used in the submix. | * SoundSet in fact represents one single submixed sound, with the length of the longest sample used in the submix. | ||
* Actual range of SoundSet is the highest range parameter value of all SoundShaders used within SoundSet and SoundSet's volumeCurve is applied (scaled) to that range. | * Actual range of SoundSet is the highest range parameter value of all SoundShaders used within SoundSet and SoundSet's volumeCurve is applied (scaled) to that range. | ||
* Use the same frequency wave files defined within single SoundSet (SoundShader respectively). | * Use the same frequency wave files defined within single SoundSet (SoundShader respectively). | ||
* For vehicles: soundSets must have only one soundShader for soundShader simple expressions to be updated all the time. Reatime-update does not work if there are more than 1 soundShader in soundSet. | |||
}} | |||
{| class="wikitable | {| class="wikitable" | ||
|- | |- | ||
! | ! Parameter | ||
! | ! Unit/values | ||
! | ! Default | ||
! | ! Description | ||
|- | |- | ||
!''soundShaders'' | ! ''soundShaders'' | ||
| | | | ||
Line 34: | Line 35: | ||
|- | |- | ||
!''soundShadersLimit'' | ! ''soundShadersLimit'' | ||
| (0..n) | | (0..n) | ||
| 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 | ||
|- | |- | ||
!''volumeFactor'' | ! ''volumeFactor'' | ||
| float (0..n) or dBx | | float (0..n) or dBx | ||
| 1 | | 1 | ||
Line 50: | Line 51: | ||
|- | |- | ||
!''volumeCurve'' | ! ''volumeCurve'' | ||
| {{d0, v0}, {d1, v1}, ... } or Class name | | {{d0, v0}, {d1, v1}, ... } or Class name | ||
| ''defaultVolumeCurve'' | | ''defaultVolumeCurve'' | ||
Line 59: | Line 60: | ||
|- | |- | ||
!''volumeRandomizer'' | ! ''volumeRandomizer'' | ||
| (0..6dB) [dB] | | (0..6dB) [dB] | ||
| 0 | | 0 | ||
Line 67: | Line 68: | ||
|- | |- | ||
!''volumeRandomizerMin'' | ! ''volumeRandomizerMin'' | ||
| (0..6dB) [dB] | | (0..6dB) [dB] | ||
| 0 | | 0 | ||
Line 74: | Line 75: | ||
|- | |- | ||
!''frequencyFactor'' | ! ''frequencyFactor'' | ||
| (0..n) | | (0..n) | ||
| 1 | | 1 | ||
| | | | ||
* multiplication factor for frequency | * multiplication factor for frequency | ||
|- | |- | ||
!''frequencyRandomizer'' | ! ''frequencyRandomizer'' | ||
| (0..12) [semitones] | | (0..12) [semitones] | ||
| 0 | | 0 | ||
Line 90: | Line 92: | ||
|- | |- | ||
!''frequencyRandomizerMin'' | ! ''frequencyRandomizerMin'' | ||
| (0..12) [semitones] | | (0..12) [semitones] | ||
| 0 | | 0 | ||
Line 98: | Line 100: | ||
|- | |- | ||
!''loop'' | ! ''loop'' | ||
| {0, 1} or boolean | | {0, 1} or boolean | ||
| 0 | | 0 | ||
Line 106: | Line 108: | ||
|- | |- | ||
!''delay'' | ! ''playTrigger'' | ||
| simple expression | |||
| 0 | |||
| | |||
* soundSet is triggered, once simple expression goes above 0 | |||
* good for engine burst sounds (example: accelleration, use "thrust-0.1" to trigger) | |||
|- | |||
! ''shape'' | |||
| class name | |||
| none | |||
| | |||
* name of soundShape configured in [[Arma_3_Sound:_SoundShapes|CfgSoundShapes]] | |||
* will make sound louder/quieter depending on what side of asset is facing listener (bottom, front, back, left/right) | |||
|- | |||
! ''delay'' | |||
| [s] | | [s] | ||
| 0 | | 0 | ||
Line 114: | Line 132: | ||
|- | |- | ||
!''delayRandomizer'' | ! ''delayRandomizer'' | ||
| [s] | | [s] | ||
| 0 | | 0 | ||
Line 121: | Line 139: | ||
|- | |- | ||
!''distanceFilter'' | ! ''distanceFilter'' | ||
| Class name / "none" | | Class name / "none" | ||
| ''defaultDistanceFilter'' | | ''defaultDistanceFilter'' | ||
Line 130: | Line 148: | ||
|- | |- | ||
!''sound3DProcessingType'' | ! ''sound3DProcessingType'' | ||
| Class name / "none" | | Class name / "none" | ||
| ''defaultSound3DProcessingType'' | | ''defaultSound3DProcessingType'' | ||
defined in CfgSoundGlobals | defined in CfgSoundGlobals | ||
| | | | ||
* [[Arma_3_Sound: | * [[Arma_3_Sound:_Processing_Types|sound processing type]] | ||
* sound3DProcessingType = "none"; forces the engine to handle audio "the old way", stereo files are downmixed to mono and placed in the world | * sound3DProcessingType = "none"; forces the engine to handle audio "the old way", stereo files are downmixed to mono and placed in the world | ||
|- | |- | ||
!''spatial'' | ! ''spatial'' | ||
| {0, 1} or boolean | | {0, 1} or boolean | ||
| | | | ||
Line 146: | Line 164: | ||
|- | |- | ||
!''doppler'' | ! ''doppler'' | ||
| {0, 1} or boolean | | {0, 1} or boolean | ||
| | | | ||
Line 153: | Line 171: | ||
|- | |- | ||
!''speedOfSound'' | ! ''speedOfSound'' | ||
| {0, 1} or boolean | | {0, 1} or boolean | ||
| | | | ||
| | | | ||
* switch for simulation of delay based on distance | * switch for simulation of delay based on distance | ||
|- | |||
! ''occlusionFactor'' | |||
| (0..1) | |||
| | |||
| | |||
* ''occVolumeFactor = 1-(1-GetOcclusion)*occlusionFactor;'' where GetOcclusion is value calculated from the scene | |||
|- | |||
! ''obstructionFactor'' | |||
| (0..1) | |||
| | |||
| | |||
* ''obsVolumeFactor = 1-(1-GetObstruction)*obstructionFactor;'' where GetObstruction is value calculated from the scene | |||
|} | |} | ||
<syntaxhighlight lang="cpp">class CfgSoundSets | <syntaxhighlight lang="cpp"> | ||
class CfgSoundSets | |||
{ | { | ||
class Rifle_Shot_Base_SoundSet | class Rifle_Shot_Base_SoundSet | ||
Line 180: | Line 213: | ||
loop = 0; | loop = 0; | ||
}; | }; | ||
};</syntaxhighlight> | }; | ||
</syntaxhighlight> |
Latest revision as of 10:11, 25 May 2021
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 | Description |
---|---|---|---|
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;
};
};