playSound: Difference between revisions

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<dl class="command_description">
<dd class="notedate">Posted on December 28, 2014 - 08:22 (UTC)</dd>
<dt class="note">[[User:PiZZADOX|PiZZADOX]]</dt>
<dd class="note">
Modifying the effective volume of sounds played by the engine is possible by "spamming" the sounds. By quickly playing the sounds overtop of one another, you can effectively amplify the volume
This example, 
<code>
playSound "soundname";
playSound "soundname";
</code>
Will effectively amplify the sound by a sensed 2x. The volume of the sound file itself will still affect the sound volume as it appears as though the arma engine has no normalization for sound files added to it.
<u>Notes</u>
This technique may cause issues in sound quality in large multiplayer servers. I observed multiple instances when a triggered sound amplified with this method was out of sync with each other. Timing of the individual commands sent over the network is probably the issue. Recommend you compile your amplification code into a single finished function for better syncing for clients not activating the action/far away from the activation position.
</dd>
</dl>
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Revision as of 09:22, 28 December 2014

Hover & click on the images for description

Description

Description:
selects Sound from CfgSounds declared in the Description.ext file.
Groups:
Uncategorised

Syntax

Syntax:
playSound soundName
Parameters:
soundName: String
Return Value:
Nothing

Alternative Syntax

Syntax:
playSound [soundName,forcePlay]
Parameters:
soundName: String
forcePlay: Boolean - true to ignore fadeSound volume settings.
Return Value:
Nothing

Examples

Example 1:
playSound "soundname"

Additional Information

See also:
playSound3DsideRadiosayplayMusicsay2Dsay3DcreateSoundSource

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

Notes

Posted on August 4, 2006 - 10:57
hardrock
Notes from before the conversion: For dialogue involving living units it is better to use say, playSound will play a sound at the location of the player, say will play a sound at the location of the unit that is speaking, and it will only play that sound if the unit is alive.

Bottom Section

Posted on December 28, 2014 - 08:22 (UTC)
PiZZADOX
Modifying the effective volume of sounds played by the engine is possible by "spamming" the sounds. By quickly playing the sounds overtop of one another, you can effectively amplify the volume This example, playSound "soundname"; playSound "soundname"; Will effectively amplify the sound by a sensed 2x. The volume of the sound file itself will still affect the sound volume as it appears as though the arma engine has no normalization for sound files added to it. Notes This technique may cause issues in sound quality in large multiplayer servers. I observed multiple instances when a triggered sound amplified with this method was out of sync with each other. Timing of the individual commands sent over the network is probably the issue. Recommend you compile your amplification code into a single finished function for better syncing for clients not activating the action/far away from the activation position.