Audio: Sound Events – Arma Reforger

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| Upon collision with the ground.
| Upon collision with the ground.
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=== CharacterSoundComponent ===
=== CharacterSoundComponent ===
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| When exiting water surface.
| When exiting water surface.
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=== 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.
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=== GrenadeMoveComponent ===
=== GrenadeMoveComponent ===
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| Upon contact & deflection of grenade.
| Upon contact & deflection of grenade.
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|}


=== 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.
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=== RadioBroadcastSoundComponent ===
=== RadioBroadcastSoundComponent ===
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| After turning the radio on.
| After turning the radio on.
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|}


=== Vehicle ===
=== Vehicle ===
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|}
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=== VoNComponent ===
=== VONComponent ===


{| class="wikitable"
{| class="wikitable"
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=== WeaponSoundComponent ===
=== WeaponSoundComponent ===
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{{GameCategory|armaR|Modding|Guidelines|Audio}}
{{GameCategory|armaR|Modding|Audio|Guidelines}}

Latest revision as of 14:32, 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

All script events are stored in SCR_SoundEvent.


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
  • Played when character gets damage
  • Player
    • Grunt
  • AI
    • Projectile damage: Would play sound that is connected to SOUND_REPORTS_STATUS_HIT
    • Other damage: Grunt

Signals:

  • IsAI - Player = 0, AI = 1, Set on SignalsManagerComponent
  • DamageType
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
  • In a collision between 2 vehicles, sound is played from vehicle with higher mass.
  • use eventNoRepeatTime to filter out duplicate collisions.

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.