setSoundEffect

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Revision as of 15:55, 11 January 2023 by Lou Montana (talk | contribs) (Fix examples)
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Description

Description:
Defines the different sound effects for a trigger or a waypoint. To stop any sound, deactivate the trigger (might take up to 0.5 seconds to stop) or delete the trigger/waypoint (immediate).
Groups:
SoundsTriggersWaypoints

Syntax

Syntax:
trigger setSoundEffect [sound, voice, soundEnv, soundDet]
Parameters:
trigger: Object
sound: String - Plays a 2D sound as if playSound was used from CfgSounds (mission or main config). Use "$NONE$" for an empty sound
voice: String - Attaches a 3D sound from CfgSounds (mission or main config) to the object that activated the trigger and plays it as if say3D was used
soundEnv: String - Plays an environmental sound from CfgEnvSounds (mission or main config)
soundDet: String - Creates a dynamic sound object attached to a trigger defined in CfgSFX (mission or main config)
Return Value:
Nothing

Alternative Syntax

Syntax:
waypoint setSoundEffect [sound, voice]
Parameters:
waypoint: Array - format Waypoint
sound: String - Plays a 2D sound as if playSound was used from CfgSounds (mission or main config)
voice: String - Attaches a 3D sound from CfgSounds (mission or main config) to the object that activated the trigger and plays it as if say3D was used
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:
createTrigger setMusicEffect setTitleEffect

Notes

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