Audio: Sound Events – Arma Reforger
Category: Arma Reforger/Modding/Audio/Guidelines
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| Upon collision with the ground. | | Upon collision with the ground. | ||
|} | |} | ||
=== CharacterSoundComponent === | === CharacterSoundComponent === | ||
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| When exiting water surface. | | When exiting water surface. | ||
|} | |} | ||
=== CommunicationSoundComponent === | === CommunicationSoundComponent === | ||
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| Upon stamina restored and breathing stops. | | Upon stamina restored and breathing stops. | ||
|} | |} | ||
=== DoorComponent / SoundPointEventInfo === | === DoorComponent / SoundPointEventInfo === | ||
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| Raised when explosion triggered. | | Raised when explosion triggered. | ||
|} | |} | ||
=== GrenadeMoveComponent === | === GrenadeMoveComponent === | ||
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| Upon contact & deflection of grenade. | | Upon contact & deflection of grenade. | ||
|} | |} | ||
=== HitSoundEffect === | === HitSoundEffect === | ||
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| Upon bullet hitting surface / player. | | Upon bullet hitting surface / player. | ||
|} | |} | ||
=== MusicManagerController === | === MusicManagerController === | ||
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| Theme played at coastlines. | | Theme played at coastlines. | ||
|} | |} | ||
=== ProjectileSoundsManager === | === ProjectileSoundsManager === | ||
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| Upon sonic crack when speed <= SpeedOfSound. | | Upon sonic crack when speed <= SpeedOfSound. | ||
|} | |} | ||
=== RadioBroadcastSoundComponent === | === RadioBroadcastSoundComponent === | ||
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| After turning the radio on. | | After turning the radio on. | ||
|} | |} | ||
=== Vehicle === | === Vehicle === | ||
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|} | |} | ||
=== VoNComponent === | |||
=== | |||
{| class="wikitable" | {| class="wikitable" | ||
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| | | | ||
|} | |} | ||
=== WeaponSoundComponent === | === WeaponSoundComponent === | ||
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{{GameCategory|armaR|Modding|Guidelines | {{GameCategory|armaR|Modding|Audio|Guidelines}} | ||
Latest revision as of 13:32, 26 February 2025
Sound Events are strings serving as identifiers for the sound system. They are defined by naming a Sound Node and used by calling a Sound Event with the same name, e.g. via code or script.
Script Events
GameCode Events
BaseMuzzleComponent
| Event Name | Description |
|---|---|
| SOUND_DRY | When firing with no bullets in magazine. |
| SOUND_DRY_SAFETYON | When firing with safety on. |
| SOUND_RELOAD | When reloading ACK.
Not used right now. Animations are used instead. |
CaseEjectingEffectComponent
| Event Name | Description |
|---|---|
| SOUND_BULLET_CASING | Upon collision with the ground. |
CharacterSoundComponent
| Event Name | Description |
|---|---|
| SOUND_BODYFALL | Upon character falling (Ragdoll). |
| SOUND_BODYFALL_TERMINAL | Upon character falling, resulting in death. |
| SOUND_CHAR_RAGDOLL | When impacting in Ragdoll state. |
| SOUND_SWIM_START | When character starts swimming. |
| SOUND_SWIM_STOP | When character stops swimming. |
| SOUND_WATER_ENTER | When entering water surface when EntryLevel over threshold (0.1f). |
| SOUND_WATER_ENTER_RAGDOLL | When entering water in ragdoll state. |
| SOUND_WATER_EXIT | When exiting water surface. |
CommunicationSoundComponent
| Event Name | Priority | Description |
|---|---|---|
| SOUND_HIT | 99 |
Signals:
|
| SOUND_DEATH | N/A | When character dies |
| SOUND_BREATH_IN | -20 | Breathing in of character. |
| SOUND_BREATH_OUT | -20 | Breathing out of character. |
| SOUND_BREATH_REG_IN | -20 | Breathing in (regular) of character. |
| SOUND_BREATH_REG_OUT | -20 | Breathing out (regular) of character. |
| SOUND_BREATH_END | -20 | Upon stamina restored and breathing stops. |
DoorComponent / SoundPointEventInfo
| Event Name | Description |
|---|---|
| SOUND_OPEN_START | When opening the door from fully closed state. |
| SOUND_OPEN_FINISH | When door is fully opened from closed state. |
| SOUND_CLOSE_START | When closing the door from fully opened state. |
| SOUND_CLOSE_FINISH | When door is fully closed from open state. |
| SOUND_MOVEMENT | When the door is opening/closing. |
ExplosionEffect
| Event Name | Description |
|---|---|
| Custom Event | Raised when explosion triggered. |
GrenadeMoveComponent
| Event Name | Description |
|---|---|
| SOUND_HIT | Upon contact & deflection of grenade. |
HitSoundEffect
| Event Name | Description |
|---|---|
| SOUND_HIT | Upon bullet hitting surface / player. |
MusicManagerController
| Event Name | Description |
|---|---|
| SOUND_MILITARYBASE | Theme played at military bases. |
| SOUND_FOREST | Theme played in forests. |
| SOUND_VILLAGE | Theme played in villages. |
| SOUND_COASTLINE | Theme played at coastlines. |
ProjectileSoundsManager
| Event Name | Description |
|---|---|
| SOUND_SONIC_CRACK | Upon sonic crack when speed > SpeedOfSound. |
| SOUND_SONIC_CRACK_SECONDARY | Upon projectile transitioning from supersonic to subsonic. |
| SOUND_SONIC_CRACK_IMPACT | Upon projectile impacting before it reaches the listener. |
| SOUND_FLYBY | Upon sonic crack when speed <= SpeedOfSound. |
RadioBroadcastSoundComponent
| Event Name | Description |
|---|---|
| SOUND_RADIO_TURN_ON | When turning on the radio. |
| SOUND_RADIO_TURN_OFF | When turning off the radio. |
| SOUND_RADIO | After turning the radio on. |
Vehicle
| Event Name | Description |
|---|---|
| SOUND_COLLISION |
|
VoNComponent
| Event Name | Description |
|---|---|
| VON_DIRECT | VON for direct speech |
| VON_RADIO | VON for radio transmissions |
| VON_RAW |
WeaponSoundComponent
| Event Name | Description |
|---|---|
| SOUND_MELEE_IMPACT | Upon dealing melee damage. |
| SOUND_SHOT | Upon firing a weapon. |
| SOUND_SHOT_END | After firing stops. |
| SOUND_THROWN | After a throwable item (e.g. grenades) has been thrown. |
| SOUND_WPN_TOSAFETY | When changing the fire mode to safety. |
| SOUND_WPN_TOAUTO | When changing the fire mode to auto. |
| SOUND_WPN_TOBURST | When changing the fire mode to burst. |
| SOUND_WPN_TOSEMIAUTO | When changing the fire mode to semi-auto. |
| SOUND_DRY_SAFETYON | When firing with safety on. |
| SOUND_WPN_TOUGL | When changing muzzle to UGL. |
| SOUND_ZEROING_DOWN | Upon zeroing down. |
| SOUND_ZEROING_UP | Upon zeroing up. |