playSoundUI: Difference between revisions
Jump to navigation
Jump to search
m (Replaced <code> with <sqf>) |
Lou Montana (talk | contribs) m (2.12 mini-update) |
||
(11 intermediate revisions by 2 users not shown) | |||
Line 10: | Line 10: | ||
|descr= Plays given [[CfgSounds]] sound or a [[Arma 3: Sound Files| 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. | |descr= Plays given [[CfgSounds]] sound or a [[Arma 3: Sound Files| 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. | ||
|s1= [[playSoundUI]] [sound, volume, soundPitch] | |s1= [[playSoundUI]] [sound, volume, soundPitch, isEffect, offset] | ||
|p1= sound: [[String]] - [[CfgSounds]] class or file as used in [[playSound3D]] ( | |p1= sound: [[String]] - [[CfgSounds]] class or file as used in [[playSound3D]] (see [[Arma 3: Sound Files]] for available file names) | ||
|p2= volume: [[Number]] - (Optional, default 1) | |p2= volume: [[Number]] - (Optional, default 1) sound volume clamped in range 0..5 | ||
|p3= soundPitch: [[Number]] - (Optional, default 1) | |p3= soundPitch: [[Number]] - (Optional, default 1) | ||
* 1.0 → normal | * 1.0 → normal | ||
* 0.5 → Darth Vader | * 0.5 → Darth Vader | ||
* 2.0 → Chipmunks | * 2.0 → Chipmunks | ||
|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]] | |||
|p5since= arma3 2.12 | |||
|r1= [[Nothing]] | |r1= [[Number]] - id of the sound (0..65535) since {{GVI|arma3|2.12|size= 0.75}} (was [[Nothing]] before that) | ||
|x1= <sqf>playSoundUI ["Alarm", 0.5, 0.5];</sqf> | |x1= <sqf>playSoundUI ["Alarm", 0.5, 0.5];</sqf> | ||
Line 26: | Line 29: | ||
|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: | ||
<sqf>playSoundUI ["A3\Sounds_F\sfx\alarm_independent", 5, 1]; // no sound | <sqf> | ||
playSoundUI ["A3\Sounds_F\sfx\alarm_independent.wss", 5, 1]; // alarm</sqf> | playSoundUI ["A3\Sounds_F\sfx\alarm_independent", 5, 1]; // no sound | ||
playSoundUI ["A3\Sounds_F\sfx\alarm_independent.wss", 5, 1]; // alarm | |||
</sqf> | |||
|seealso= [[say3D]] [[playSound]] [[say2D]] [[say]] [[createSoundSource]] [[setRandomLip]] [[getMissionPath]] [[playSound3D]] | |seealso= [[stopSound]] [[soundParams]] [[say3D]] [[playSound]] [[say2D]] [[say]] [[createSoundSource]] [[setRandomLip]] [[getMissionPath]] [[playSound3D]] | ||
}} | }} |
Latest revision as of 14:41, 20 July 2023
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 clamped in range 0..5
- 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 2.12
- offset: Number - (Optional, default 0) offset in seconds. Same as with playSound3D
- Return Value:
- Number - id of the sound (0..65535) since 2.12 (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