From Bohemia Interactive Community
Signals are a way of interfacing between the GameWorld and Audio (and other areas).
At the core, a signal simply is a value defining the attribute of something, e.g the current RPM of a vehicle or the time of day.
Signals can be stored on Entities by using the SignalsManagerComponent.
These stored Signals will be automatically made available to the Entity's SoundComponent so they can be used when generating sounds through their referenced .acp files.
Additionally, there is a number of Global Signals, which are stored on the Gameworld's GameSignalsManager (if one exists), as well as global Audio Variables.
The "advanced" SoundComponents (SoundComponent + its children) will automatically access these Global Signals as well.
List
GameCode
AimingComponent
| Name
|
Value/Range
|
Description
|
| AimElevation
|
|
|
| AimTurn
|
|
|
| AimElevationTime
|
|
|
| AimTurnTime
|
|
|
AmbientSoundsComponent
| Name
|
Value/Range
|
Description
|
| AboveTerrain
|
|
Height (m) above the terrain.
|
| SunAngle
|
|
|
| RiverL
|
|
|
| RiverR
|
|
|
| RiverRB
|
|
|
| RiverLB
|
|
|
| RiverSlope
|
|
|
| LakeL
|
|
|
| LakeR
|
|
|
| LakeRB
|
|
|
| LakeLB
|
|
|
AnimalSoundComponent
| Name
|
Value/Range
|
Description
|
| Surface
|
|
Surface under the entity
|
BaseStaminaComponent
| Name
|
Value/Range
|
Description
|
| Exhaustion
|
CharacterAimingComponent
| Name
|
Value/Range
|
Description
|
| WeaponElevation
|
|
|
| WeaponTurn
|
|
|
CharacterSoundComponent
| Name
|
Value/Range
|
Description
|
| MovementSpeed
|
- 0 (idle)
- 1 (walking)
- 2 (running)
- 3 (sprinting)
|
Movement type
|
| Surface
|
|
Surface under the character.
|
| Stance
|
- 0 (Stand)
- 1 (Crouch)
- 2 (Prone)
|
|
| Speed
|
0..5.5
|
Value taken from physics for playerCharacter. For remote proxy, speed is calculated as (posLast- pos).Length() / time. Speed is updated every 100 ms for improved accuracy and less oscillation.Speed is then clamped to a maximum of 5.5
|
| WaterDepth
|
0..inf
|
Distance between ocean surface and terrain surface
|
| WeaponStance
|
- 0 (Lowered)
- 1 (Raised)
- 2 (ADS)
|
Indicates the current stance that the character is holding the weapon.
|
| RHItemSoundInfo
|
|
Determines what item is in the right hand of the character.
|
| BackItemSoundInfo
|
|
Determines what item is on the character's back. If there are two weapons on the back, the signal will return the weapon with higher SoundInt.
|
| BackPackSoundInfo
|
|
|
| JacketSoundInfo
|
|
|
| VestSoundInfo
|
|
|
| BootsSoundInfo
|
|
Determines what item is on player feet.
|
| UnderPlayerControl
|
bool (0 or 1)
|
True if the character is handled by the client player. False if handled by a remote other player or AI - sort of "IsLocalPlayer".
|
| SightSoundInt
|
|
Returns value set on SightsComponent.
|
| IsInPlayerVehicle
|
bool (0 or 1)
|
|
| Leaning
|
float -1..+1
|
|
| BushContact
|
|
|
| BushHeight
|
|
|
CharacterStaminaComponent
| Name
|
Value/Range
|
Description
|
| BreathProgress
|
|
|
| BreathMagnitude
|
|
|
| BreathFrequency
|
|
|
CommunicationSoundComponent
| Name
|
Value/Range
|
Description
|
| IsAI
|
bool (0 or 1)
|
Determines if the character is controlled by a player or by AI.
|
Global
| Name
|
Value/Range
|
Description
|
|
|
|
|
HitSoundEffect
| Name
|
Value/Range
|
Description
|
| Surface
|
|
Surface that the bullet hit
|
| ImpactSpeed
|
0..inf
|
bullet velocity on impact in m/s
|
| ImpactType
|
- 0 (None)
- 1 (Deflection)
- 2 (Penetration)
- 3 (LastImpact)
- 4 (OutOfBounds)
|
Bullet impact type
|
SoundComponent
| Name
|
Value/Range
|
Description
|
|
|
VehicleSoundComponent
| Name
|
Value/Range
|
Description
|
|
|
VoNComponent
| Name
|
Value/Range
|
Description
|
|
|
WeaponSoundComponent
| Name
|
Value/Range
|
Description
|
|
|
Script