Sound: SoundSet – Arma 3
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* switch for simulation of delay based on distance | * switch for simulation of delay based on distance | ||
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!''occlusionFactor'' | |||
| (0..1) | |||
| | |||
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* ''occVolumeFactor = 1-(1-GetOcclusion)*occlusionFactor;'' where GetOcclusion is value calculated from the scene | |||
|- | |||
!''obstructionFactor'' | |||
| (0..1) | |||
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* ''obsVolumeFactor = 1-(1-GetObstruction)*obstructionFactor;'' where GetObstruction is value calculated from the scene | |||
|} | |} | ||
Revision as of 17:53, 15 March 2017
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 |
|
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;
};
};