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Revision as of 21:45, 16 September 2023 by Lou Montana (talk | contribs) (Some wiki formatting)
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Plays positional sound with given filename on every computer on network. Since Arma 2.10 the leading slash in file path will be ignored.


playSound3D [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance, offset, local]
filename: String - see Arma 3: Sound Files for available file names or Example 3 to use mission files
Before Arma 3 v2.10, filename must not start with a leading slash \a3\....
soundSource: Object - the object emitting the sound. If soundPosition below is specified this parameter is ignored
isInside: Boolean - (Optional, default false) - true to simulate a sound played inside a building or similar
soundPosition: Array format PositionASL - (Optional, default [0,0,0]) position for sound emitter, overrides soundSource
If a following parameter has to be used, simply use getPosASL _soundSource for soundPosition instead of _soundSource for soundSource.
volume: Number - (Optional, default 1) Sound volume. A value greater than 5 gets capped
soundPitch: Number - (Optional, default 1)
  • 1.0 → normal
  • 0.5 → Darth Vader
  • 2.0 → Chipmunks
distance: Number - (Optional, default 0) How far the sound is audible, in meters. 0 means no maximum distance
since Arma 3 logo black.png2.00
offset: Number - (Optional, default 0) Offset in seconds. Same as with playMusic
since Arma 3 logo black.png2.06
local: Boolean - (Optional, default false) If true the sound will not be broadcast over network
Return Value:
Number - id of the sound (0..65535) (was Nothing before Arma 3 logo black.png2.12)


Example 1:
playSound3D ["A3\Sounds_F\sfx\blip1.wss", player];
Example 2:
playSound3D ["A3\Sounds_F\sfx\blip1.wss", player, false, getPosASL player, 1, 1, 0];
Example 3:
playSound3D [getMissionPath "mySound.ogg", player]; // to play a mission directory sound
Example 4:
Sound file extension must be specified even if a config entry has none:
playSound3D ["A3\Sounds_F\sfx\alarm_independent", player]; // no sound playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player]; // alarm

Additional Information

See also:
say3D playSound say2D say createSoundSource setRandomLip getMissionPath playSoundUI


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 Sep 26, 2014 - 09:18 (UTC)
Currently, playSound3D is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins.
Posted on Nov 08, 2014 - 21:48 (UTC)
When object is supplied but not a position, the position is taken from object, otherwise the position is taken from supplied position. That doesn't mean that when position is taken from object it is going to follow object when it changes position. The sound is generated at object position and it stays there.

One other important note: If soundSource param is objNull then this command develops the same bug with first person view as createSoundSource and say3D. If soundSource is player then the bug is inverted. It seems that passing vehicle player as soundSource param is the only way to make it behave correctly when vehicles involved.
Posted on Oct 07, 2020 - 12:24 (UTC)
The sound will be distorted according to the Doppler effect when passing by the sound source quickly.