setSoundEffect

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Introduced with Armed Assault version 1.00
  

Click on the images for descriptions

Introduced in

Game:
Armed Assault
Version:
1.00

Description

Description:
Defines the different sound effects.
  • Sound - plays a 2D sound from CfgSounds
  • Voice - plays a 3D sound from CfgSounds
  • SoundEnv - plays an environmental sound from CfgEnvSounds
  • SoundDet (only for triggers) - creates a dynamic sound object attached to a trigger defined in CfgSFX
To stop any sound, deactivate the trigger (might take up to 0.5 sec to stop) or delete the trigger (immediate). Also use "$NONE$" to skip the sound (1st item), when there is none to be used (Example 3, 4, 5).

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 ["$NONE$", "Alarm", "", ""];
Example 4:
_trigger setSoundEffect ["$NONE$", "", "BattlefieldFirefight1", ""];
Example 5:
_trigger setSoundEffect ["$NONE$", "", "", "Owl"];

Additional Information

Multiplayer:
-
See also:
createTriggersetMusicEffect

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

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 ["$NONE$", "", "BattlefieldFirefight1", ""];
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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