From Bohemia Interactive Community
Hover & click on the images for description
Description
- Description:
- Description needed
- Groups:
- SoundsTriggersWaypoints
Syntax
- Syntax:
- Syntax needed
- Parameters:
- trigger: Object
- [sound, voice, soundEnv, soundDet]: Array of strings
- Return Value:
- Return value needed
- Syntax:
- waypoint setSoundEffect [sound, voice, soundEnv, soundDet]
- Parameters:
- waypoint: Array - format Waypoint
- [sound, voice, soundEnv, soundDet]: Array of strings
- Return Value:
- Nothing
Examples
- Example 1:
_trigger setSoundEffect ["Alarm", "", "", ""];
- Example 2:
[_group1,2] setSoundEffect ["Alarm", "", "", ""];
- Example 3:
_trigger setSoundEffect ["$NONE$", "Alarm", "", ""];
- Example 4:
_trigger setSoundEffect ["$NONE$", "", "BattlefieldExplosions3", ""];
- Example 5:
_trigger setSoundEffect ["$NONE$", "", "", "Owl"];
Additional Information
- See also:
- See also needed
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here!
Add Note
- Posted on October 2, 2013
- Neokika
-
To avoid having to create a dummy sound definition, you can use $NONE$ instead.
private "_trigger";
_trigger = createTrigger ["EmptyDetector", position player];
_trigger setTriggerStatements ["true", "", ""];
_trigger setSoundEffect ["$NONE$", "", "BattlefieldExplosions3", ""];
- Posted on March 7, 2012
- old_man_auz
-
When using this function, I found that if the parameter sound was empty, then you would always get a 'Sound not found' error. The following code fixes this problem. You need to create a dummy sound. This is what example 3 is hinting towards.
description.ext:
class CfgSounds
{
sounds[] = {};
class NoSound
{
name = "NoSound";
sound[] = {"", 0, 1};
titles[] = {};
}; //Dummy sound needed for setSoundEffect command, due to stupid bug in engine.
};
(code sample above written by 'CarlGustaffa' on the Bohemia Interactive forums.)
script.sqf:
_trigger = createTrigger[ "EmptyDetector" , _position ];
_trigger setTriggerStatements [ "true" , "" , "" ];
_trigger setSoundEffect[ "NoSound" , "" , "" , "Wind2_EP1" ];