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Introduced with Arma 3 version 0.500.50Arguments of this scripting command don't have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network
Hover & click on the images for descriptions


Plays positional sound with given filename on every computer on network. At least 2 parameters must be specified.
Since A3 v1.91.145537 the maximum volume allowed is 5. Exceeding this will result in sound not being played when executed remotely.


playSound3D [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance, offset]
filename: String - see Arma 3: Sound Files for available filenames or Example 3 to use mission files.
soundSource: Object - the object emitting the sound. If "sound position" is specified this parameter is ignored
isInside: Boolean - (Optional, default false)
soundPosition: PositionASL - (Optional, default [0,0,0]) position for sound emitter, will override "sound source" position.
volume: Number - (Optional, default 1) Maximum value: 5 (limited since A3 v1.91.145537)
soundPitch: Number - (Optional, default 1) 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc.
distance: Number - (Optional, default 0) How far is sound audible (0 = no max distance)
offset: Scalar - (Optional, default 0) Offset in seconds. Same as with playMusic Since Arma 3 v1.99.146480
Return Value:


Example 1:
playSound3D ["A3\Sounds_F\sfx\blip1.wav", player]
Example 2:
playSound3D ["A3\Sounds_F\sfx\blip1.wav", 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:


Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.


Posted on September 26, 2014 - 09:18 (UTC)
Killzone Kid
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 November 8, 2014 - 21:48 (UTC)
Killzone Kid
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 his command develops the same bug with first person view as createSoundSource and say3D. If soundSource param 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.

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Posted on October 7, 2020 - 12:24 (UTC)
The sound will be distorted according to the doppler effect when passing by the sound source quickly.