Sound: ExampleWeaponConfig – Arma 3
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{{TOC|side}} | |||
== Example Weapon Config == | |||
=== 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 | class TAG_ThisIsMyAddon | ||
{ | { | ||
units[] = {}; | units[] = {}; | ||
weapons[] = {}; | weapons[] = {}; | ||
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?" | |||
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. | |||
*/ | |||
version = "0.01"; // | requiredVersion = 0.1; | ||
author | 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> | |||
=== CfgSoundShaders === | |||
More detailed infos on CfgSoundShaders can be found on the [[Arma 3: Sound: cfgSoundShaders]] page. | |||
<syntaxhighlight lang="cpp"> | |||
class CfgSoundShaders | |||
{ | { | ||
//###################################### SHOTS ###################################### | //###################################### SHOTS ###################################### | ||
class | 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; | volume = 0.4466836; | ||
range = 5; | range = 5; | ||
}; | }; | ||
class | 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 | 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 | 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 | |||
{ | { | ||
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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | <syntaxhighlight lang="cpp"> | ||
class CfgSoundSets | |||
{ | { | ||
class | class TAG_Your_Rifle_Shot_SoundSet | ||
{ | { | ||
soundShaders[] = {" | 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"; | ||
Line 153: | Line 167: | ||
loop = 0; | loop = 0; | ||
}; | }; | ||
class | class TAG_Your_Rifle_Tail_SoundSet | ||
{ | { | ||
soundShaders[] = {" | 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? | |||
class Mode_SemiAuto; | |||
class Mode_SemiAuto; | |||
class Mode_Burst; | class Mode_Burst; | ||
class Mode_FullAuto; | class Mode_FullAuto; | ||
class | 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 StandardSound : BaseSoundModeType | |||
class StandardSound: BaseSoundModeType | |||
{ | { | ||
soundSetShot[] = {" | soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" }; | ||
}; | }; | ||
class SilencedSound: BaseSoundModeType | 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 | class FullAuto : Mode_FullAuto | ||
{ | { | ||
sounds[] = {"StandardSound","SilencedSound"} | sounds[] = { "StandardSound", "SilencedSound" }; | ||
class StandardSound : BaseSoundModeType | |||
class StandardSound: BaseSoundModeType | |||
{ | { | ||
soundSetShot[] = {" | soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" }; | ||
}; | }; | ||
class SilencedSound: BaseSoundModeType | 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" }; | |||
}; | }; | ||
}; | }; | ||
}; | }; | ||
}; | }; | ||
</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" };
};
};
};
};