playSoundUI: Difference between revisions
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|descr= Plays given [[CfgSounds]] sound or a [[Arma 3: Sound Files| sound file]] given by file path through a dedicated UI sound channel unaffected by the global mixer volumes. If the file path is given, the leading slash will be ignored. To stop the sound use [[stopSound]] | |descr= Plays given [[CfgSounds]] sound or a [[Arma 3: Sound Files| sound file]] given by file path through a dedicated UI sound channel unaffected by the global mixer volumes. If the file path is given, the leading slash will be ignored. To stop the sound use [[stopSound]] | ||
|s1= [[playSoundUI]] [sound, volume, soundPitch, isEffect, offset] | |s1= [[playSoundUI]] [sound, volume, soundPitch, isEffect, offset, loop] | ||
|p1= sound: [[String]] - [[CfgSounds]] class or file as used in [[playSound3D]] (see [[Arma 3: Sound Files]] for available file names) | |p1= sound: [[String]] - [[CfgSounds]] class or file as used in [[playSound3D]] (see [[Arma 3: Sound Files]] for available file names) | ||
| Line 19: | Line 19: | ||
* 2.0 → Chipmunks | * 2.0 → Chipmunks | ||
|p4= isEffect: [[Boolean]] - (Optional, default [[false]]) if [[true]], diverts sound through effects channel (see [[fadeSound]], [[soundVolume]]) | |p4= isEffect: [[Boolean]] - (Optional, default [[false]]) if [[true]], diverts sound through effects channel (see [[fadeSound]], [[soundVolume]]) | ||
|p5= offset: [[Number]] - (Optional, default 0) offset in seconds. Same as with [[playSound3D]] | |p5= offset: [[Number]] - (Optional, default 0) offset in seconds. Same as with [[playSound3D]] (ignored if sound is set to 'loop') | ||
|p5since= arma3 2.12 | |p5since= arma3 2.12 | ||
|p6= loop: [[Boolean]] - (Optional, default [[false]]) If [[true]] the sound will loop forever. Use [[stopSound]] to stop | |||
|p6since= arma3 2.22 | |||
|r1= [[Number]] - id of the sound (0..65535) since {{GVI|arma3|2.12|size= 0.75}} (was [[Nothing]] before that) | |r1= [[Number]] - id of the sound (0..65535) since {{GVI|arma3|2.12|size= 0.75}} (was [[Nothing]] before that) | ||
Latest revision as of 18:10, 21 November 2025
Description
- Description:
- Plays given CfgSounds sound or a sound file given by file path through a dedicated UI sound channel unaffected by the global mixer volumes. If the file path is given, the leading slash will be ignored. To stop the sound use stopSound
- Groups:
- Sounds
Syntax
- Syntax:
- playSoundUI [sound, volume, soundPitch, isEffect, offset, loop]
- Parameters:
- sound: String - CfgSounds class or file as used in playSound3D (see Arma 3: Sound Files for available file names)
- volume: Number - (Optional, default 1) sound volume clamped in range 0..5
- soundPitch: Number - (Optional, default 1)
- 1.0 → normal
- 0.5 → Darth Vader
- 2.0 → Chipmunks
- isEffect: Boolean - (Optional, default false) if true, diverts sound through effects channel (see fadeSound, soundVolume)
- since
2.12 - offset: Number - (Optional, default 0) offset in seconds. Same as with playSound3D (ignored if sound is set to 'loop')
- since
2.22 - loop: Boolean - (Optional, default false) If true the sound will loop forever. Use stopSound to stop
- Return Value:
- Number - id of the sound (0..65535) since
2.12 (was Nothing before that)
Examples
- Example 1:
- playSoundUI ["Alarm", 0.5, 0.5];
- Example 2:
- playSoundUI ["A3\Sounds_F\sfx\blip1.wss"];
- Example 3:
- Sound file extension must be specified even if a config entry has none:
playSoundUI ["A3\Sounds_F\sfx\alarm_independent", 5, 1]; // no sound playSoundUI ["A3\Sounds_F\sfx\alarm_independent.wss", 5, 1]; // alarm
Additional Information
- See also:
- stopSound soundParams say3D playSound say2D say createSoundSource setRandomLip getMissionPath playSound3D
Notes
-
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