Sound: SoundShader – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
m (Text replacement - "[[Arma 3 " to "[[Arma 3: ")
 
(12 intermediate revisions by 3 users not shown)
Line 1: Line 1:
[[Category:Arma 3: Sound|Shader]]
{{GameCategory|arma3|Sound}}
== SoundShader ==
== SoundShader ==


SoundShader is the lowest level of sound configuration. It contains wave files definition and basic set of parameters.
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'''.
All SoundShaders have to be defined in the base class '''CfgSoundShaders'''.


{| class="wikitable" style="color:black; background-color:#eeeeff;"
{{Feature | informative | For single SoundShader (SoundSet respectively), use sound files with the same sampling rate.}}
| For single SoundShader (SoundSet respectively), use wave files with the same frequency.
|}


{| class="wikitable" style="color:black; background-color:#fefefe;"
{| class="wikitable"


|-
|-
!parameter
! Parameter
!unit/values
! Unit/values
!default
! Default
!descriptions
! Description


|-
|-
!''sound''
 
|{["path/sound",p], ...}
! ''samples''
|none
| { ["path/sound",p], ... }
| none
|
|
* array containing sound file name with paths and probability values (p)
* 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
* probability values are normalized to 1, in every case there is one sample selected
* probability values are normalized to 1, in every case there is one sample selected
* no immediate repeat feature (engine never selects the same sample twice in a row)
* no immediate repeat (engine never selects the same sample twice in a row)


|-
|-
!''volume''
! ''volume''
|float (0..n) or [dBFS]
| float (0..n) or [dBFS]
|1 (= db0)
| 1 (= db0)
|
|
* base volume value
* base volume value
Line 37: Line 36:


|-
|-
!''frequency''
! ''frequency''
|(0.5..2)
| (0.5..2)
|1
| 1
|
|
* base pitch value, 1 = no change
* base pitch value, 1 = no change
Line 45: Line 44:


|-
|-
!''range''
! ''range''
| (0..n) [m]
| (0..n) [m]
| 0
| 0
Line 52: Line 51:


|-
|-
!''rangeCurve''
! ''rangeCurve''
| {{d0, v0}, {d1, v1}, ... } or Class name
| {{d0, v0}, {d1, v1}, ... } or Class name
| none
| none
|
|
* array of points or class name defined in 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 (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
Line 76: Line 75:
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_01", 1 },
{ "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_02", 1 },
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 1 }
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked
};
};
volume = db0;
volume = db3; // additional gain, +3dB
range = 50;
range = 50;
rangeCurve = closeShotCurve;
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.

For single SoundShader (SoundSet respectively), use sound files with the same sampling rate.
Parameter Unit/values Default Description
samples { ["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
  • probability values are normalized to 1, in every case there is one sample selected
  • no immediate repeat (engine never selects the same sample twice in a row)
volume float (0..n) or [dBFS] 1 (= db0)
  • base volume value
  • use format dbx for decibels in dBFS (e.g. db-6 for -6 dBFS)
  • use float number to specify amplitude value directly
frequency (0.5..2) 1
  • base pitch value, 1 = no change
  • if shader is used in submix (more than one SoundShader in SoundSet), this parameter is currently ignored
range (0..n) [m] 0
  • radius of sphere (with center on sound source position) where sound is playing
rangeCurve {{d0, v0}, {d1, v1}, ... } or Class name none
  • array of points & corresponding amplitude multipliers or class name defined in cfgSoundCurves
  • if shader is not used in submix (meaning it is the only one SoundShader in SoundSet), this parameter is currently ignored
limitation bool false
  • adds SoundShader to the group of SoundShaders, where number of simultaneously playing SoundShaders will be limited (within single SoundSet)
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
};