Sound: ExampleWeaponConfig – Arma 3

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(Added first example config for a weapon sound replacement)
 
m (→‎CfgWeapons: fixed incorrect definition of base class in example)
 
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<nowiki>
{{TOC|side}}
== Example Weapon Config ==


class CfgPatches //cfgPatches is the class that that gives your addon it's identity
=== CfgPatches ===
CfgPatches is the class that that gives your addon it is identity. More info in the [[CfgPatches]] page.
 
<syntaxhighlight lang="cpp">
class CfgPatches
{
{
class ThisIsMyAddon
class TAG_ThisIsMyAddon
{
{
units[] = {}; //not sure what this does, just leave it as it is (if anyone knows more, please edit wiki and add your info)
units[] = {};
weapons[] = {}; //not sure what this does, just leave it as it is
weapons[] = {};
requiredVersion = 0.1; //not sure what this does, just leave it as it is
requiredAddons[] = { "A3_Weapons_F", "A3_Sounds_F", "A3_Sounds_F_Mark", "A3_CargoPoses_F" };
requiredAddons[] = {"A3_Weapons_F","A3_Sounds_F","A3_Sounds_F_Mark"};
/*
    /*
requiredAddons is important. It kind of answers the question "What addons do I load before loading this one?"
    requiredAddons is important. It kind of answers the question "What addons do I load before loading this one?"
If your addon will overwrite certain data from the original arma3 config (that is mostly the case
If your addon will overwrite certain data from the original arma3 config (that is mostly the case
with sound/asset REPLACEMENTS) you need to put the cfgPatches class here that contains the information that you are about to
    with sound/asset REPLACEMENTS) you need to put the cfgPatches class here that contains the information that you are about to
overwrite. For example most arma3 sounds are defined in a config that's cfgPatches class is "A3_Sounds_F". So if you want to
    overwrite. For example most arma3 sounds are defined in a config that's cfgPatches class is "A3_Sounds_F". So if you want to
overwrite data from there you need to put it into the requiredAddons array. If you want to change vehicle sounds, look in which
    overwrite data from there you need to put it into the requiredAddons array.
cfgPatches they are configured and add that to requiredAddons.
    */
*/
version = "0.01"; //not sure what this does, just leave it as it is
requiredVersion = 0.1;
author[] = {"Megagoth1702"}; //Your alias
version = "0.01"; //optional: internal version number
authorUrl = "URL"; //URL to your website/online presence
author = "Megagoth1702"; //optional: your alias
authorUrl = "URL"; //optional: URL to your website/online presence
};
};
};
};
</syntaxhighlight>


class cfgSoundShaders //detailed Infos on cfgSoundShaders can be found in the relevant wiki pages
=== CfgSoundShaders ===
 
More detailed infos on CfgSoundShaders can be found on the [[Arma 3: Sound: cfgSoundShaders]] page.
<syntaxhighlight lang="cpp">
class CfgSoundShaders
{
{
//###################################### SHOTS ######################################
//###################################### SHOTS ######################################
class yourRifle_Closure_SoundShader
class TAG_Your_Rifle_Closure_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}}; //you can use wav/wss/ogg, ogg will have a small delay before playback (not too good for weapons/explosions)
samples[] = {{ "path\to\sound.wav", 1 }}; // you can use wav/wss/ogg, ogg will have a small delay before playback (not too good for weapons/explosions)
volume = 0.4466836; //more info on this and other soundShader parameters are in the relevant wiki pages on soundShaders
volume = 0.4466836;
range = 5;
range = 5;
};
};
class yourRifle_closeShot_SoundShader
class TAG_Your_Rifle_closeShot_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = 1.0;
volume = 1.0;
range = 50;
range = 50;
rangeCurve = "closeShotCurve";
rangeCurve = "closeShotCurve";
};
};
class yourRifle_midShot_SoundShader
class TAG_Your_Rifle_midShot_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = 0.7943282;
volume = 0.7943282;
range = 1800;
range = 1800;
rangeCurve[] = {{0,0.2},{50,1},{300,0},{1800,0}};
rangeCurve[] = { {0,0.2}, {50,1}, {300,0}, {1800,0} };
};
};
class yourRifle_distShot_SoundShader
class TAG_Your_Rifle_distShot_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = 1.0;
volume = 1.0;
range = 1800;
range = 1800;
rangeCurve[] = {{0,0},{50,0},{300,1},{1800,1}};
rangeCurve[] = { {0,0}, {50,0}, {300,1}, {1800,1} };
};
};
 
// ###################################### TAILS ######################################
//###################################### TAILS ######################################
class TAG_Your_Rifle_tailInterior_SoundShader
 
class yourRifle_tailInterior_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "interior";
volume = "interior";
range = 500;
range = 500;
limitation = 0;
limitation = 0;
};
};
class yourRifle_tailTrees_SoundShader
class TAG_Your_Rifle_tailTrees_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*trees/3";
volume = "(1-interior/1.4)*trees/3";
range = 1800;
range = 1800;
limitation = 1;
limitation = 1;
};
};
class yourRifle_tailForest_SoundShader
class TAG_Your_Rifle_tailForest_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*forest/3";
volume = "(1-interior/1.4)*forest/3";
range = 1800;
range = 1800;
limitation = 1;
limitation = 1;
};
};
class yourRifle_tailMeadows_SoundShader
class TAG_Your_Rifle_tailMeadows_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
range = 1800;
range = 1800;
limitation = 1;
limitation = 1;
};
};
class yourRifle_tailHouses_SoundShader
class TAG_Your_Rifle_tailHouses_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*houses/3";
volume = "(1-interior/1.4)*houses/3";
range = 1200;
range = 1200;
limitation = 1;
limitation = 1;
};
};
class yourRifle_silencerShot_SoundShader
class TAG_Your_Rifle_silencerShot_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = 1.0;
volume = 1.0;
range = 150;
range = 150;
rangeCurve = "closeShotCurve";
rangeCurve = "closeShotCurve";
};
};
class yourRifle_silencerTailForest_SoundShader
class TAG_Your_Rifle_silencerTailForest_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*forest/3";
volume = "(1-interior/1.4)*forest/3";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{150,0.3}};
rangeCurve[] = { {0,1}, {150,0.3} };
limitation = 1;
limitation = 1;
};
};
class yourRifle_silencerTailHouses_SoundShader
class TAG_Your_Rifle_silencerTailHouses_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*houses/3";
volume = "(1-interior/1.4)*houses/3";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{150,0}};
rangeCurve[] = { {0,1}, {150,0} };
limitation = 1;
limitation = 1;
};
};
class yourRifle_silencerTailInterior_SoundShader
class TAG_Your_Rifle_silencerTailInterior_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "interior";
volume = "interior";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{50,0.3},{150,0}};
rangeCurve[] = { {0,1}, {50,0.3}, {150,0} };
limitation = 1;
limitation = 1;
};
};
class yourRifle_silencerTailMeadows_SoundShader
class TAG_Your_Rifle_silencerTailMeadows_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{150,0.3}};
rangeCurve[] = { {0,1}, {150,0.3} };
limitation = 1;
limitation = 1;
};
};
class yourRifle_silencerTailTrees_SoundShader
class TAG_Your_Rifle_silencerTailTrees_SoundShader
{
{
samples[] = {{"path\to\sound.wav",1}};
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*trees/3";
volume = "(1-interior/1.4)*trees/3";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{150,0.3}};
rangeCurve[] = { {0,1}, {150,0.3} };
limitation = 1;
limitation = 1;
};
};
};
};
</syntaxhighlight>
=== CfgSoundSets ===
more info about soundSetscan be found on the [[Arma 3: Sound: cfgSoundSets]] page.


class cfgSoundSets //on more info about soundSets look at the relevant wiki pages
<syntaxhighlight lang="cpp">
class CfgSoundSets
{
{
class Your_Rifle_Shot_SoundSet
class TAG_Your_Rifle_Shot_SoundSet
{
{
soundShaders[] = {"yourRifle_Closure_SoundShader","yourRifle_closeShot_SoundShader","yourRifle_midShot_SoundShader","yourRifle_distShot_SoundShader","yourRifle_tailInterior_SoundShader"};
soundShaders[] = { "TAG_Your_Rifle_Closure_SoundShader", "TAG_Your_Rifle_closeShot_SoundShader", "TAG_Your_Rifle_midShot_SoundShader", "TAG_Your_Rifle_distShot_SoundShader", "TAG_Your_Rifle_tailInterior_SoundShader" };
volumeFactor = 1.6;
volumeFactor = 1.6;
volumeCurve = "InverseSquare2Curve";
volumeCurve = "InverseSquare2Curve";
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loop = 0;
loop = 0;
};
};
class Your_Rifle_Tail_SoundSet
class TAG_Your_Rifle_Tail_SoundSet
{
{
soundShaders[] = {"yourRifle_tailTrees_SoundShader","yourRifle_tailForest_SoundShader","yourRifle_tailMeadows_SoundShader","yourRifle_tailHouses_SoundShader"};
soundShaders[] = { "TAG_Your_Rifle_tailTrees_SoundShader", "TAG_Your_Rifle_tailForest_SoundShader", "TAG_Your_Rifle_tailMeadows_SoundShader", "TAG_Your_Rifle_tailHouses_SoundShader" };
volumeFactor = 1;
volumeFactor = 1;
volumeCurve = "InverseSquare2Curve";
volumeCurve = "InverseSquare2Curve";
Line 167: Line 181:
};
};
};
};
</syntaxhighlight>
=== CfgWeapons ===
<syntaxhighlight lang="cpp">
// ###################################### GENERAL MODES FOR INHERITANCE ######################################
// sooner or later in weapon modding you are going to need to inherit from these classes so why not just put them here for future reference?


//###################################### GENERAL MODES FOR INHERITANCE ######################################
class Mode_SemiAuto;
class Mode_SemiAuto; //sooner or later in weapon modding you are going to need to inherit from these classes so why not just put them here for future reference?
class Mode_Burst;
class Mode_Burst;
class Mode_FullAuto;
class Mode_FullAuto;


class cfgWeapons
class BaseSoundModeType;
 
class CfgWeapons
{
{
class arifle_MX_Base_F: Rifle_Base_F
class Rifle_Base_F;
class arifle_MX_Base_F : Rifle_Base_F
{
{
class Single: Mode_SemiAuto
class Single : Mode_SemiAuto
{
{
sounds[] = {"StandardSound","SilencedSound"};
sounds[] = { "StandardSound", "SilencedSound" };
class BaseSoundModeType;
class StandardSound : BaseSoundModeType
class StandardSound: BaseSoundModeType
{
{
soundSetShot[] = {"Your_Rifle_Shot_SoundSet","Your_Rifle_Tail_SoundSet"};
soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
};
};
class SilencedSound: BaseSoundModeType
class SilencedSound : BaseSoundModeType
{
{
soundSetShot[] = {"Your_Rifle_Shot_SoundSet","Your_Rifle_Tail_SoundSet"}; //this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
// this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
// the soundSets was put here as an example
soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
};
};
};
};
class FullAuto: Mode_FullAuto
class FullAuto : Mode_FullAuto
{
{
sounds[] = {"StandardSound","SilencedSound"};
sounds[] = { "StandardSound", "SilencedSound" };
class BaseSoundModeType;
class StandardSound : BaseSoundModeType
class StandardSound: BaseSoundModeType
{
{
soundSetShot[] = {"Your_Rifle_Shot_SoundSet","Your_Rifle_Tail_SoundSet"};
soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
};
};
class SilencedSound: BaseSoundModeType
class SilencedSound : BaseSoundModeType
{
{
soundSetShot[] = {"Your_Rifle_Shot_SoundSet","Your_Rifle_Tail_SoundSet"}; //this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
// this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
// the soundSets was put here as an example
soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
};
};
};
};
};
};
};
};
</syntaxhighlight>
{{GameCategory|arma3|Sound}}

Latest revision as of 20:15, 29 August 2023

Example Weapon Config

CfgPatches

CfgPatches is the class that that gives your addon it is identity. More info in the CfgPatches page.

class CfgPatches
{
	class TAG_ThisIsMyAddon
	{
		units[] = {};
		weapons[] = {};
		requiredAddons[] = { "A3_Weapons_F", "A3_Sounds_F", "A3_Sounds_F_Mark", "A3_CargoPoses_F" };
		/*
			requiredAddons is important. It kind of answers the question "What addons do I load before loading this one?"
			If your addon will overwrite certain data from the original arma3 config (that is mostly the case
			with sound/asset REPLACEMENTS) you need to put the cfgPatches class here that contains the information that you are about to
			overwrite. For example most arma3 sounds are defined in a config that's cfgPatches class is "A3_Sounds_F". So if you want to
			overwrite data from there you need to put it into the requiredAddons array. If you want to change vehicle sounds, look in which
			cfgPatches they are configured and add that to requiredAddons.
		*/
		requiredVersion = 0.1;
		version = "0.01"; //optional: internal version number
		author = "Megagoth1702"; //optional: your alias
		authorUrl = "URL"; //optional: URL to your website/online presence
	};
};

CfgSoundShaders

More detailed infos on CfgSoundShaders can be found on the Arma 3: Sound: cfgSoundShaders page.

class CfgSoundShaders
{
	//###################################### SHOTS ######################################
	class TAG_Your_Rifle_Closure_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }}; // you can use wav/wss/ogg, ogg will have a small delay before playback (not too good for weapons/explosions)
		volume = 0.4466836;
		range = 5;
	};
	class TAG_Your_Rifle_closeShot_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = 1.0;
		range = 50;
		rangeCurve = "closeShotCurve";
	};
	class TAG_Your_Rifle_midShot_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = 0.7943282;
		range = 1800;
		rangeCurve[] = { {0,0.2}, {50,1}, {300,0}, {1800,0} };
	};
	class TAG_Your_Rifle_distShot_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = 1.0;
		range = 1800;
		rangeCurve[] = { {0,0}, {50,0}, {300,1}, {1800,1} };
	};
	// ###################################### TAILS ######################################
	class TAG_Your_Rifle_tailInterior_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "interior";
		range = 500;
		limitation = 0;
	};
	class TAG_Your_Rifle_tailTrees_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*trees/3";
		range = 1800;
		limitation = 1;
	};
	class TAG_Your_Rifle_tailForest_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*forest/3";
		range = 1800;
		limitation = 1;
	};
	class TAG_Your_Rifle_tailMeadows_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
		range = 1800;
		limitation = 1;
	};
	class TAG_Your_Rifle_tailHouses_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*houses/3";
		range = 1200;
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerShot_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = 1.0;
		range = 150;
		rangeCurve = "closeShotCurve";
	};
	class TAG_Your_Rifle_silencerTailForest_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*forest/3";
		range = 150;
		rangeCurve[] = { {0,1}, {150,0.3} };
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerTailHouses_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*houses/3";
		range = 150;
		rangeCurve[] = { {0,1}, {150,0} };
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerTailInterior_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "interior";
		range = 150;
		rangeCurve[] = { {0,1}, {50,0.3}, {150,0} };
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerTailMeadows_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
		range = 150;
		rangeCurve[] = { {0,1}, {150,0.3} };
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerTailTrees_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*trees/3";
		range = 150;
		rangeCurve[] = { {0,1}, {150,0.3} };
		limitation = 1;
	};
};

CfgSoundSets

more info about soundSetscan be found on the Arma 3: Sound: cfgSoundSets page.

class CfgSoundSets
{
	class TAG_Your_Rifle_Shot_SoundSet
	{
		soundShaders[] = { "TAG_Your_Rifle_Closure_SoundShader", "TAG_Your_Rifle_closeShot_SoundShader", "TAG_Your_Rifle_midShot_SoundShader", "TAG_Your_Rifle_distShot_SoundShader", "TAG_Your_Rifle_tailInterior_SoundShader" };
		volumeFactor = 1.6;
		volumeCurve = "InverseSquare2Curve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
		spatial = 1;
		doppler = 0;
		loop = 0;
	};
	class TAG_Your_Rifle_Tail_SoundSet
	{
		soundShaders[] = { "TAG_Your_Rifle_tailTrees_SoundShader", "TAG_Your_Rifle_tailForest_SoundShader", "TAG_Your_Rifle_tailMeadows_SoundShader", "TAG_Your_Rifle_tailHouses_SoundShader" };
		volumeFactor = 1;
		volumeCurve = "InverseSquare2Curve";
		frequencyRandomizer = 1;
		sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
		distanceFilter = "weaponShotTailDistanceFreqAttenuationFilter";
		spatial = 1;
		doppler = 0;
		loop = 0;
		soundShadersLimit = 2;
	};
};

CfgWeapons

// ###################################### GENERAL MODES FOR INHERITANCE ######################################
// sooner or later in weapon modding you are going to need to inherit from these classes so why not just put them here for future reference?

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;

class BaseSoundModeType;

class CfgWeapons
{
	class Rifle_Base_F;
	class arifle_MX_Base_F : Rifle_Base_F
	{
		class Single : Mode_SemiAuto
		{
			sounds[] = { "StandardSound", "SilencedSound" };
			class StandardSound : BaseSoundModeType
			{
				soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
			};
			class SilencedSound : BaseSoundModeType
			{
				// this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
				// the soundSets was put here as an example
				soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
			};
		};
		class FullAuto : Mode_FullAuto
		{
			sounds[] = { "StandardSound", "SilencedSound" };
			class StandardSound : BaseSoundModeType
			{
				soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
			};
			class SilencedSound : BaseSoundModeType
			{
				// this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
				// the soundSets was put here as an example
				soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
			};
		};
	};
};