setSoundEffect: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "<dd class="note">([^}]*)<code>([^<]*)<\/code>" to "<dd class="note">$1<sqf>$2</sqf>")
m (Replaced <code> with <sqf>)
Line 79: Line 79:


description.ext:
description.ext:
<sqf>class CfgSounds
<syntaxhighlight lang="cpp">class CfgSounds
{
{
sounds[] = {};
sounds[] = {};
Line 88: Line 88:
titles[] = {};
titles[] = {};
}; // Dummy sound needed for setSoundEffect command, due to bug in engine.
}; // Dummy sound needed for setSoundEffect command, due to bug in engine.
};</sqf>
};</syntaxhighlight>
(code sample above written by 'CarlGustaffa' on the Bohemia Interactive forums.)<br/>
(code sample above written by 'CarlGustaffa' on the Bohemia Interactive forums.)<br/>


script.sqf:
script.sqf:
<code>_trigger = createTrigger [ "EmptyDetector" , _position ];
<sqf>_trigger = createTrigger [ "EmptyDetector" , _position ];
_trigger setTriggerStatements [ "true" , "" , "" ];
_trigger setTriggerStatements [ "true" , "" , "" ];
_trigger setSoundEffect [ "NoSound" , "" , "" , "Wind2_EP1" ];</code>
_trigger setSoundEffect [ "NoSound" , "" , "" , "Wind2_EP1" ];</sqf>
</dl>
</dl>

Revision as of 16:08, 14 May 2022

Hover & click on the images for description

Description

Description:
Defines the different sound effects. To stop any sound, deactivate the trigger (might take up to 0.5 seconds to stop) or delete the trigger (immediate).
Groups:
SoundsTriggersWaypoints

Syntax

Syntax:
trigger setSoundEffect [sound, voice, soundEnv, soundDet]
Parameters:
trigger: Object
sound: String - Plays a 2D sound as if playSound was used from CfgSounds (mission or main config)
voice: String - Attaches a 3D sound from CfgSounds (mission or main config) to the object that activated the trigger and plays it as if say3D was used
soundEnv: String - Plays an environmental sound from CfgEnvSounds (mission or main config)
soundDet: String - Creates a dynamic sound object attached to a trigger defined in CfgSFX (mission or main config)
Return Value:
Nothing

Alternative Syntax

Syntax:
waypoint setSoundEffect [sound, voice]
Parameters:
waypoint: Array - format Waypoint
sound: String - Plays a 2D sound as if playSound was used from CfgSounds (mission or main config)
voice: String - Attaches a 3D sound from CfgSounds (mission or main config) to the object that activated the trigger and plays it as if say3D was used
Return Value:
Nothing

Examples

Example 1:
_trigger setSoundEffect ["Alarm", "", "", ""];
Example 2:
[_group1,2] setSoundEffect ["Alarm", ""];
Example 3:
_trigger setSoundEffect ["", "Alarm", "", ""];
Example 4:
_trigger setSoundEffect ["", "", "BattlefieldExplosions3", ""];
Example 5:
_trigger setSoundEffect ["", "", "", "Owl"];

Additional Information

See also:
createTrigger setMusicEffect setTitleEffect

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
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 ["$NONE$", "", "BattlefieldExplosions3", ""];
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 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" ];