Sound: SoundSet – Arma 3
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Lou Montana (talk | contribs) m (Text replacement - "<syntaxhighlight lang="cpp">class" to "<syntaxhighlight lang="cpp"> class") |
Lou Montana (talk | contribs) m (Fix infobox) |
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All SoundSets have to be configured in the base class '''CfgSoundSets'''. | All SoundSets have to be configured in the base class '''CfgSoundSets'''. | ||
{| | {{Feature | informative | ||
| | | | ||
* SoundSet in fact represents one single submixed sound, with the length of the longest sample used in the submix. | * SoundSet in fact represents one single submixed sound, with the length of the longest sample used in the submix. | ||
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* Use the same frequency wave files defined within single SoundSet (SoundShader respectively). | * Use the same frequency wave files defined within single SoundSet (SoundShader respectively). | ||
* For vehicles: soundSets must have only one soundShader for soundShader simple expressions to be updated all the time. Reatime-update does not work if there are more than 1 soundShader in soundSet. | * For vehicles: soundSets must have only one soundShader for soundShader simple expressions to be updated all the time. Reatime-update does not work if there are more than 1 soundShader in soundSet. | ||
}} | |||
{| class="wikitable | {| class="wikitable" | ||
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Revision as of 09:55, 25 May 2021
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 |
|
playTrigger | simple expression | 0 |
|
shape | class name | none |
|
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 |
| |
occlusionFactor | (0..1) |
| |
obstructionFactor | (0..1) |
|
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;
};
};