Sound: SoundShader – Arma 3
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Megagoth1702 (talk | contribs) m (data format info) |
m (Text replacement - " it's" to " it is") |
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* array of points & corresponding amplitude multipliers or class name defined in [[Arma 3 Sound: Sound Curves|cfgSoundCurves]] | * array of points & corresponding amplitude multipliers or class name defined in [[Arma 3 Sound: Sound Curves|cfgSoundCurves]] | ||
* if shader is not used in submix (meaning it | * if shader is not used in submix (meaning it is the only one SoundShader in SoundSet), this parameter is currently ignored | ||
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Revision as of 16:59, 7 September 2020
SoundShader
SoundShader is the lowest level of sound configuration. It contains the definition of sound files and basic set of parameters.
All SoundShaders have to be defined in the base class CfgSoundShaders.
For single SoundShader (SoundSet respectively), use sound files with the same sampling rate. |
parameter | unit/values | default | descriptions |
---|---|---|---|
sound | {["path/sound",p], ...} | none |
|
volume | float (0..n) or [dBFS] | 1 (= db0) |
|
frequency | (0.5..2) | 1 |
|
range | (0..n) [m] | 0 |
|
rangeCurve | {{d0, v0}, {d1, v1}, ... } or Class name | none |
|
limitation | bool | false |
|
class CfgSoundShaders
{
class ACPC2_closeShot_SoundShader
{
samples[] =
{
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_01", 1 },
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_02", 1 },
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked
};
volume = db3; // additional gain, +3dB
range = 50;
rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves
};