setSoundEffect: Difference between revisions
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{{RV|type=command | {{RV|type=command | ||
|arma1 | |game1= arma1 | ||
|1.00 | |version1= 1.00 | ||
|game2= arma2 | |||
|version2= 1.00 | |||
|game3= arma2oa | |||
|version3= 1.51 | |||
|game4= tkoh | |||
|version4= 1.00 | |||
|game5= arma3 | |||
|version5= 0.50 | |||
|gr1= Sounds | |gr1= Sounds | ||
Line 11: | Line 27: | ||
|gr3= Waypoints | |gr3= Waypoints | ||
| Defines the different sound effects. | |descr= Defines the different sound effects. To stop any sound, deactivate the trigger (might take up to 0.5 seconds to stop) or delete the trigger (immediate). | ||
|s1= trigger '''setSoundEffect''' [sound, voice, soundEnv, soundDet] | |||
|p1= trigger: [[Object]] | |||
|p2= sound: [[String]] - Plays a 2D sound as if [[playSound]] was used from CfgSounds (mission or main config) | |||
| trigger | |p3= 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 | ||
| | |p4= soundEnv: [[String]] - Plays an environmental sound from CfgEnvSounds (mission or main config) | ||
| | |p5= soundDet: [[String]] - Creates a dynamic sound object attached to a trigger defined in [[CfgSFX]] (mission or main config) | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
|s2= waypoint '''setSoundEffect''' [sound, voice] | |s2= waypoint '''setSoundEffect''' [sound, voice] | ||
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|p21= waypoint: [[Array]] - format [[Waypoint]] | |p21= waypoint: [[Array]] - format [[Waypoint]] | ||
|p22= [sound | |p22= sound: [[String]] - Plays a 2D sound as if [[playSound]] was used from CfgSounds (mission or main config) | ||
|p23= 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 | |||
|r2= [[Nothing]] | |r2= [[Nothing]] | ||
|x1= <code>_trigger [[setSoundEffect]] ["Alarm", "", "", ""];</code> | |x1= <code>_trigger [[setSoundEffect]] ["Alarm", "", "", ""];</code> | ||
|x2= <code> [_group1,2] [[setSoundEffect]] ["Alarm", ""];</code> | |||
|x3= <code>_trigger [[setSoundEffect]] [" | |x2= <code>[_group1,2] [[setSoundEffect]] ["Alarm", ""];</code> | ||
|x4= <code>_trigger [[setSoundEffect]] [" | |||
|x5= <code>_trigger [[setSoundEffect]] [" | |x3= <code>_trigger [[setSoundEffect]] ["", "Alarm", "", ""];</code> | ||
|x4= <code>_trigger [[setSoundEffect]] ["", "", "BattlefieldExplosions3", ""];</code> | |||
|x5= <code>_trigger [[setSoundEffect]] ["", "", "", "Owl"];</code> | |||
|seealso= [[createTrigger]], [[setMusicEffect]], [[setTitleEffect]] | |seealso= [[createTrigger]], [[setMusicEffect]], [[setTitleEffect]] | ||
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To avoid having to create a dummy sound definition, you can use $NONE$ instead. | To avoid having to create a dummy sound definition, you can use $NONE$ instead. | ||
<code>private "_trigger"; | <code>[[private]] "_trigger"; | ||
_trigger = createTrigger ["EmptyDetector", position player]; | _trigger = [[createTrigger]] ["EmptyDetector", position player]; | ||
_trigger setTriggerStatements ["true", "", ""]; | _trigger [[setTriggerStatements]] ["true", "", ""]; | ||
_trigger setSoundEffect ["$NONE$", "", "BattlefieldExplosions3", ""]; | _trigger [[setSoundEffect]] ["$NONE$", "", "BattlefieldExplosions3", ""]; | ||
</code> | </code> | ||
<dd class="notedate">Posted on March 7, 2012</dd> | <dd class="notedate">Posted on March 7, 2012</dd> | ||
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sound[] = {"", 0, 1}; | sound[] = {"", 0, 1}; | ||
titles[] = {}; | titles[] = {}; | ||
}; | }; {{cc|Dummy sound needed for [[setSoundEffect]] command, due to bug in engine.}} | ||
}; | };</code> | ||
</code> | (code sample above written by 'CarlGustaffa' on the Bohemia Interactive forums.)<br/> | ||
(code sample above written by 'CarlGustaffa' on the Bohemia Interactive forums.) | |||
script.sqf: | script.sqf: | ||
<code>_trigger = createTrigger[ "EmptyDetector" , _position ]; | <code>_trigger = [[createTrigger]] [ "EmptyDetector" , _position ]; | ||
_trigger setTriggerStatements [ "true" , "" , "" ]; | _trigger [[setTriggerStatements]] [ "true" , "" , "" ]; | ||
_trigger setSoundEffect[ "NoSound" , "" , "" , "Wind2_EP1" ]; | _trigger [[setSoundEffect]] [ "NoSound" , "" , "" , "Wind2_EP1" ];</code> | ||
</code> | |||
</dl> | </dl> | ||
Revision as of 17:22, 24 May 2021
Description
- Description:
- Defines the different sound effects. To stop any sound, deactivate the trigger (might take up to 0.5 seconds to stop) or delete the trigger (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)
- 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 ["", "Alarm", "", ""];
- Example 4:
_trigger setSoundEffect ["", "", "BattlefieldExplosions3", ""];
- Example 5:
_trigger setSoundEffect ["", "", "", "Owl"];
Additional Information
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
- Posted on October 2, 2013
- Neokika
-
To avoid having to create a dummy sound definition, you can use $NONE$ instead.
private "_trigger"; _trigger = createTrigger ["EmptyDetector", position player]; _trigger setTriggerStatements ["true", "", ""]; _trigger setSoundEffect ["$NONE$", "", "BattlefieldExplosions3", ""];
- 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 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" ];
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Sounds
- Command Group: Triggers
- Command Group: Waypoints