playSoundUI: Difference between revisions

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|x1= <code>playSoundUI ["Alarm", 0.5, 0.5];</code>
|x1= <sqf>playSoundUI ["Alarm", 0.5, 0.5];</sqf>


|x2= <code>playSoundUI ["A3\Sounds_F\sfx\blip1.wss"];</code>
|x2= <sqf>playSoundUI ["A3\Sounds_F\sfx\blip1.wss"];</sqf>


|x3= Sound file extension must be specified even if a config entry has none:
|x3= Sound file extension must be specified even if a config entry has none:

Revision as of 10:24, 13 May 2022

Hover & click on the images for description

Description

Description:
Plays given CfgSounds sound or a sound file given by file path through a dedicated UI sound channel unaffected by the global mixer volumes. If the file path is given, the leading slash will be ignored.
Groups:
Sounds

Syntax

Syntax:
playSoundUI [sound, volume, soundPitch]
Parameters:
sound: String - CfgSounds class or file as used in playSound3D (See Arma 3: Sound Files for available file names)
volume: Number - (Optional, default 1) Sound volume. A value greater than 5 gets capped
soundPitch: Number - (Optional, default 1)
  • 1.0 → normal
  • 0.5 → Darth Vader
  • 2.0 → Chipmunks
Return Value:
Nothing

Examples

Example 1:
playSoundUI ["Alarm", 0.5, 0.5];
Example 2:
playSoundUI ["A3\Sounds_F\sfx\blip1.wss"];
Example 3:
Sound file extension must be specified even if a config entry has none: playSoundUI ["A3\Sounds_F\sfx\alarm_independent", 5, 1]; // no sound playSoundUI ["A3\Sounds_F\sfx\alarm_independent.wss", 5, 1]; // alarm

Additional Information

See also:
say3D playSound say2D say createSoundSource setRandomLip getMissionPath playSound3D

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