playSoundUI: Difference between revisions

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m (Some wiki formatting)
(2.12 mini-update)
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|p4= isEffect: [[Boolean]] - (Optional, default [[false]]) If [[true]], diverts sound through effects channel (see [[fadeSound]], [[soundVolume]])
|p4= isEffect: [[Boolean]] - (Optional, default [[false]]) If [[true]], diverts sound through effects channel (see [[fadeSound]], [[soundVolume]])
|p5= offset: [[Number]] - (Optional, default 0) Offset in seconds. Same as with [[playSound3D]]
|p5= offset: [[Number]] - (Optional, default 0) Offset in seconds. Same as with [[playSound3D]]
|p5since= arma3 2.14
|p5since= arma3 2.12


|r1= [[Number]] - id of the sound (0...65535) since {{GVI|arma3|2.14|size= 0.75}} (was [[Nothing]] before that)
|r1= [[Number]] - id of the sound (0...65535) since {{GVI|arma3|2.14|size= 0.75}} (was [[Nothing]] before that)

Revision as of 14:36, 20 July 2023

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, isEffect, offset]
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
isEffect: Boolean - (Optional, default false) If true, diverts sound through effects channel (see fadeSound, soundVolume)
since Arma 3 logo black.png2.12
offset: Number - (Optional, default 0) Offset in seconds. Same as with playSound3D
Return Value:
Number - id of the sound (0...65535) since Arma 3 logo black.png2.14 (was Nothing before that)

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:
stopSound soundParams 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