setSoundEffect: Difference between revisions

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(Added example to get around 'sound not found' error)
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<dd class="notedate">Posted on March 7, 2012
<dt class="note">'''[[User:old_man_auz|old_man_auz]]'''
<dd class="note">
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:
<code>class CfgSounds {
sounds[] = {};
class NoSound {name = "NoSound";sound[] = {"", 0, 1};titles[] = {};}; //Dummy sound needed for setSoundEffect command, due to stupid bug in engine.
};
</code>
(code sample above written by 'CarlGustaffa' on the Bohemia Interactive forums.)
script.sqf:
<code>_trigger = createTrigger[ "EmptyDetector" , _position ];
_trigger setTriggerStatements [ "true" , "" , "" ];
_trigger setSoundEffect[ "NoSound" , "" , "" , "Wind2_EP1" ];
</code>
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</dl>

Revision as of 23:04, 6 March 2012

-wrong parameter ("Arma") defined!-1.00
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Description

Description:
Defines the different sound effects. Sound / voice plays a 2D / 3D sound from CfgSounds. SoundEnv plays an enviromental sound from CfgEnvSounds. SoundDet (only for triggers) creates a dynamic sound object attached to a trigger defined in CfgSFX.
Groups:
Uncategorised

Syntax

Syntax:
trigger setSoundEffect [sound, voice, soundEnv, soundDet]
Parameters:
trigger: Object
[sound, voice, soundEnv, soundDet]: Array of strings
Return Value:
Nothing

Alternative Syntax

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 ["NoSound", "", "", "MySound"]; //NoSound = cfgSound dummy (no sound file), MySound = cfgSFX sound effect.

Additional Information

See also:
createTrigger

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

Notes

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" ];

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