Audio: Sound Events – Arma Reforger
From Bohemia Interactive Community
Sound Events are strings serving as identifiers for the sound system. They are defined by naming a Sound Node and used by calling a Sound Event with the same name, e.g. via code or script.
Script Events
GameCode Events
BaseMuzzleComponent
Event Name | Description |
---|---|
SOUND_DRY | When firing with no bullets in magazine. |
SOUND_DRY_SAFETYON | When firing with safety on. |
SOUND_RELOAD | When reloading ACK.
Not used right now. Animations are used instead. |
CaseEjectingEffectComponent
Event Name | Description |
---|---|
SOUND_BULLET_CASING | Upon collision with the ground. |
CharacterSoundComponent
Event Name | Description |
---|---|
SOUND_BODYFALL | Upon character falling (Ragdoll). |
SOUND_BODYFALL_TERMINAL | Upon character falling, resulting in death. |
SOUND_CHAR_RAGDOLL | When impacting in Ragdoll state. |
SOUND_SWIM_START | When character starts swimming. |
SOUND_SWIM_STOP | When character stops swimming. |
SOUND_WATER_ENTER | When entering water surface when EntryLevel over threshold (0.1f). |
SOUND_WATER_ENTER_RAGDOLL | When entering water in ragdoll state. |
SOUND_WATER_EXIT | When exiting water surface. |
CommunicationSoundComponent
Event Name | Priority | Description |
---|---|---|
SOUND_HIT | 99 |
Signals:
|
SOUND_DEATH | N/A | When character dies |
SOUND_BREATH_IN | -20 | Breathing in of character. |
SOUND_BREATH_OUT | -20 | Breathing out of character. |
SOUND_BREATH_REG_IN | -20 | Breathing in (regular) of character. |
SOUND_BREATH_REG_OUT | -20 | Breathing out (regular) of character. |
SOUND_BREATH_END | -20 | Upon stamina restored and breathing stops. |
DoorComponent / SoundPointEventInfo
Event Name | Description |
---|---|
SOUND_OPEN_START | When opening the door from fully closed state. |
SOUND_OPEN_FINISH | When door is fully opened from closed state. |
SOUND_CLOSE_START | When closing the door from fully opened state. |
SOUND_CLOSE_FINISH | When door is fully closed from open state. |
SOUND_MOVEMENT | When the door is opening/closing. |
ExplosionEffect
Event Name | Description |
---|---|
Custom Event | Raised when explosion triggered. |
GrenadeMoveComponent
Event Name | Description |
---|---|
SOUND_HIT | Upon contact & deflection of grenade. |
HitSoundEffect
Event Name | Description |
---|---|
SOUND_HIT | Upon bullet hitting surface / player. |
MusicManagerController
Event Name | Description |
---|---|
SOUND_MILITARYBASE | Theme played at military bases. |
SOUND_FOREST | Theme played in forests. |
SOUND_VILLAGE | Theme played in villages. |
SOUND_COASTLINE | Theme played at coastlines. |
ProjectileSoundsManager
Event Name | Description |
---|---|
SOUND_SONIC_CRACK | Upon sonic crack when speed > SpeedOfSound. |
SOUND_SONIC_CRACK_SECONDARY | Upon projectile transitioning from supersonic to subsonic. |
SOUND_SONIC_CRACK_IMPACT | Upon projectile impacting before it reaches the listener. |
SOUND_FLYBY | Upon sonic crack when speed <= SpeedOfSound. |
RadioBroadcastSoundComponent
Event Name | Description |
---|---|
SOUND_RADIO_TURN_ON | When turning on the radio. |
SOUND_RADIO_TURN_OFF | When turning off the radio. |
SOUND_RADIO | After turning the radio on. |
Vehicle
Event Name | Description |
---|---|
SOUND_COLLISION |
|
VONComponent
Event Name | Description |
---|---|
VON_DIRECT | VON for direct speech |
VON_RADIO | VON for radio transmissions |
VON_RAW |
WeaponSoundComponent
Event Name | Description |
---|---|
SOUND_MELEE_IMPACT | Upon dealing melee damage. |
SOUND_SHOT | Upon firing a weapon. |
SOUND_SHOT_END | After firing stops. |
SOUND_THROWN | After a throwable item (e.g. grenades) has been thrown. |
SOUND_WPN_TOSAFETY | When changing the fire mode to safety. |
SOUND_WPN_TOAUTO | When changing the fire mode to auto. |
SOUND_WPN_TOBURST | When changing the fire mode to burst. |
SOUND_WPN_TOSEMIAUTO | When changing the fire mode to semi-auto. |
SOUND_DRY_SAFETYON | When firing with safety on. |
SOUND_WPN_TOUGL | When changing muzzle to UGL. |
SOUND_ZEROING_DOWN | Upon zeroing down. |
SOUND_ZEROING_UP | Upon zeroing up. |