Sound: SoundShader – Arma 3
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Lou Montana (talk | contribs) m (Fix sound → samples) |
Lou Montana (talk | contribs) m (Text replacement - "[[Arma 3 " to "[[Arma 3: ") |
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(2 intermediate revisions by the same user not shown) | |||
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|- | |- | ||
!''samples'' | ! ''samples'' | ||
| { ["path/sound",p], ... } | | { ["path/sound",p], ... } | ||
| none | | none | ||
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| 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 | ||
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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; |
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
};