Sound: SoundShader – Arma 3
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Lou Montana (talk | contribs) m (Lou Montana moved page Arma 3 Sound: SoundShader to Arma 3: Sound: SoundShader: Text replacement - "^Arma 3 " to "Arma 3: ") |
Lou Montana (talk | contribs) m (Text replacement - "[[Arma 3 " to "[[Arma 3: ") |
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{{GameCategory|arma3|Sound}} | |||
== SoundShader == | == SoundShader == | ||
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All SoundShaders have to be defined in the base class '''CfgSoundShaders'''. | All SoundShaders have to be defined in the base class '''CfgSoundShaders'''. | ||
{| | {{Feature | informative | For single SoundShader (SoundSet respectively), use sound files with the same sampling rate.}} | ||
| For single SoundShader (SoundSet respectively), use sound files with the same sampling rate. | |||
{| class="wikitable | {| class="wikitable" | ||
|- | |- | ||
! | ! Parameter | ||
! | ! Unit/values | ||
! | ! Default | ||
! | ! Description | ||
|- | |- | ||
!'' | |||
|{["path/sound",p], ...} | ! ''samples'' | ||
|none | | { ["path/sound",p], ... } | ||
| none | |||
| | | | ||
* array containing sound file name with paths and probability values (p), wav, wss, ogg are accepted file types, 16bit/44.1KHz wav converted to wss should always work fine | * array containing sound file name with paths and probability values (p), wav, wss, ogg are accepted file types, 16bit/44.1KHz wav converted to wss should always work fine | ||
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|- | |- | ||
!''volume'' | ! ''volume'' | ||
|float (0..n) or [dBFS] | | float (0..n) or [dBFS] | ||
|1 (= db0) | | 1 (= db0) | ||
| | | | ||
* base volume value | * base volume value | ||
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|- | |- | ||
!''frequency'' | ! ''frequency'' | ||
|(0.5..2) | | (0.5..2) | ||
|1 | | 1 | ||
| | | | ||
* base pitch value, 1 = no change | * base pitch value, 1 = no change | ||
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|- | |- | ||
! ''range'' | |||
| (0..n) [m] | | (0..n) [m] | ||
| 0 | | 0 | ||
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|- | |- | ||
!''rangeCurve'' | ! ''rangeCurve'' | ||
| {{d0, v0}, {d1, v1}, ... } or Class name | | {{d0, v0}, {d1, v1}, ... } or Class name | ||
| none | | none | ||
| | | | ||
* array of points & corresponding amplitude multipliers or class name defined in [[Arma 3 Sound: Sound Curves|cfgSoundCurves]] | * array of points & corresponding amplitude multipliers or class name defined in [[Arma 3: Sound: Sound Curves|cfgSoundCurves]] | ||
* if shader is not used in submix (meaning it is the only one SoundShader in SoundSet), this parameter is currently ignored | * if shader is not used in submix (meaning it is the only one SoundShader in SoundSet), this parameter is currently ignored | ||
|- | |- | ||
!''limitation'' | ! ''limitation'' | ||
| bool | | bool | ||
| false | | false | ||
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{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_02", 1 }, | { "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_02", 1 }, | ||
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked | { "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked | ||
}; | }; | ||
volume = db3; // additional gain, +3dB | volume = db3; // additional gain, +3dB | ||
range = 50; | range = 50; | ||
rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves | rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves | ||
};</syntaxhighlight> | }; | ||
</syntaxhighlight> |
Latest revision as of 10:38, 6 May 2024
SoundShader
SoundShader is the lowest level of sound configuration. It contains the definition of sound files and basic set of parameters.
All SoundShaders have to be defined in the base class CfgSoundShaders.
Parameter | Unit/values | Default | Description |
---|---|---|---|
samples | { ["path/sound",p], ... } | none |
|
volume | float (0..n) or [dBFS] | 1 (= db0) |
|
frequency | (0.5..2) | 1 |
|
range | (0..n) [m] | 0 |
|
rangeCurve | {{d0, v0}, {d1, v1}, ... } or Class name | none |
|
limitation | bool | false |
|
class CfgSoundShaders
{
class ACPC2_closeShot_SoundShader
{
samples[] =
{
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_01", 1 },
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_02", 1 },
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked
};
volume = db3; // additional gain, +3dB
range = 50;
rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves
};