createSoundSource: Difference between revisions

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{{Feature|important| For some unknown reason if at the moment of command execution the player is in first person view and is inside a vehicle, the sound created is greatly attenuated}}
{{Feature|important| For some unknown reason if at the moment of command execution the player is in first person view and is inside a vehicle, the sound created is greatly attenuated}}


|'''createSoundSource''' [type, position, markers, placement]
|s1= '''createSoundSource''' [type, position, markers, placement]


|p1= [type, position, markers, placement]: [[Array]]
|p1= [type, position, markers, placement]: [[Array]]

Revision as of 22:57, 12 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Broken CommandsSounds

Syntax

Syntax:
createSoundSource [type, position, markers, placement]
Parameters:
[type, position, markers, placement]: Array
type: String - CfgVehicles class
position: PositionAGL, Position2D or Object - Desired placement position
markers: Array - If the markers array contains any markers, the position is randomly picked from array of given markers plus desired placement position. If any of the markers were given z coordinate with setMarkerPos, the sound will also be created at given z coordinate
placement: Number - The sound is placed inside a circle with given position as center and placement as its radius
Return Value:
Object

Examples

Example 1:
_soundSource = createSoundSource ["LittleDog", position player, [], 0]
Example 2:
[] spawn { _alarm = createSoundSource ["Sound_Alarm", position player, [], 0]; //starts alarm sleep 10; deleteVehicle _alarm; //stops alarm };

Additional Information

See also:
playSoundplaySound3DsideRadiosaysay2Dsay3DplayMusic

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