Sound: SoundSet – Arma 3
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== SoundSet == | == SoundSet == | ||
SoundSet is second level of sound configuration. It contains array of SoundShaders to be | 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'''. | All SoundSets have to be configured in the base class '''CfgSoundSets'''. | ||
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!''volumeFactor'' | !''volumeFactor'' | ||
| float (0.. | | float (0..n) or dBx | ||
| 1 | | 1 | ||
| | | | ||
* multiplication factor for volume | * multiplication factor for volume, both float and dBx values are possible | ||
* ''volumeFactor = 0.5'' is the same as ''volumeFactor = db-6'' | |||
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defined in CfgSoundGlobals | defined in CfgSoundGlobals | ||
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* array of points or class name defined in CfgSoundCurves | * array of points or class name defined in [[Arma_3_Sound:_Sound_Curves|CfgSoundCurves]] | ||
* generally the same as rangeCurve, but applied on submix output sample and scaled to the highest range value of all SoundShaders defined within soundShaders array parameter (literally "defined", not actually playing) | * generally the same as rangeCurve, but applied on submix output sample and scaled to the highest range value of all SoundShaders defined within soundShaders array parameter (literally "defined", not actually playing) | ||
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* random multiplication factor for frequency, calculated during each playback of SoundSet | * random multiplication factor for frequency, calculated during each playback of SoundSet | ||
* frequency = frequency * pow(2, ''frequencyRandomizer''/12) | * frequency = frequency * pow(2, ''frequencyRandomizer''/12) | ||
* 12 semitones = 1 octave = double/half speed | |||
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* the lowest possible generated value of frequencyRandomizer | * the lowest possible generated value of frequencyRandomizer | ||
* use it to guarantee a specific amount of pitch change on the next playback | |||
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* distance frequency attenuation filter | * distance frequency attenuation filter | ||
* distanceFilter = "none"; removes filter from soundSet | |||
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defined in CfgSoundGlobals | defined in CfgSoundGlobals | ||
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* sound processing type | * [[Arma_3_Sound:_cfgSound3DProcessors|sound processing type]] | ||
* sound3DProcessingType = "none"; forces the engine to handle audio "the old way", stereo files are downmixed to mono and placed in the world | |||
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Revision as of 19:45, 21 November 2016
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 |
|
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;
};
};