Sound – Arma 3

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'''The first ever BIKI-Site dedicated to Audio in Arma'''
{| cellpadding="6"
| [[File:A3_SoundMainScheme.jpg]]
|
== General Sound Configuration ==


Let's pop some champagne, holy shit. Arma audio is finally in the age of modern times! How exciting!
* [[Arma 3: Sound: SoundShader|SoundShader]]
* [[Arma 3: Sound: SoundSet|SoundSet]]
* [[Arma 3: Sound: Sound Curves|Sound Curves]]
* [[Arma 3: Sound: SoundShapes|SoundShapes]]
* [[Arma 3: Sound: Filters|Filters]]
* [[Arma 3: Sound: Processing Types|Processing Types]]
* [[Arma 3: Sound: Global Sound Parameters|Global Sound Parameters]]
|}


This site is WIP and will deliver more detailed information and examples as the time passes. For now we will focuss on basic understanding of ''SoundShader'', ''SoundSet'', ''cfgSoundGlobals'', ''cfgSoundCurves'' and ''cfgSound3dProcessors''.
{{arma3}}'s sound system became much more complex with the release of the {{Link|link= https://dev.arma3.com/post/sitrep-00144|text= Eden Update}}. Sound is not anymore a single sample (array respectively) with parameters, but a structure assembled from several layers with embedded audio features.


==SoundShader==
Process of sound configuration unification is still in progress (not all gameplay features use this system), information about new implementations will be continuously updated.
The '''SoundShader''' within the class ''cfgSoundShaders'' is the most basic sound entity in the ArmA 3 sound engine. Let's look at an example and the parameters.
 
<code>class cfgSoundShaders
'''This wiki page serves as a hub - linking you to the different elements of the system.'''
{
 
class MX_Closure_SoundShader
{{Feature|informative|You may at some point find volume defined with '''db''' (e.g {{hl|db-40}}). The formula for db-based volume is: {{hl|10^(''number''*(1/20))}}.<br>
{
The db value is expressed in dBFS ({{Link|https://en.wikipedia.org/wiki/DBFS|Decibels relative to full scale}}). See also {{Link|Arma 3 Sound: cfgSoundShaders#volume}}.
samples[] =
}}
{
{"pathToYourSound1",1},
{"pathToYourSound2",1},
{"pathToYourSound3",1}
};
volume = 0.5;
frequency = 1;
range = 10;
rangeCurve[] =
{
{0,1},
{5,0.7},
{10,0}
};
limitation = 0;
};
};</code>
===samples===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!samples
|{["path/sound",p], ...}
|none
|array containing sound file name with paths and probability values (p)
|}
Here you define the path to your sound. The number after the path is used in the random sample selection. When a SoundShader with multiple sounds is called one sound is chosen randomly. The bigger the number behind the sound, the higher the chance of the sound being picked. So ''{"pathToYourSound1",10}'' is a lot more likely to be picked than ''{"pathToYourSound2",1}''.


Also noteworthy here is that in previous ArmA sound configuration we had to make sure that all the probability numbers add up to 1. So if we had two sounds their probabilities had to be 0.5. With the new configuration this is no longer needed.
=== See Also ===
''{"pathToYourSound1",10}''
''{"pathToYourSound2",10}''
is the same as
''{"pathToYourSound1",1}''
''{"pathToYourSound1",1}''
Both sounds have the same chance of being picked.
===volume===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!volume
|float (0-1)
|1
|basic volume value
|}
Volume defines how loud the sample is played in relation to 0dBFS - the highest volume value in the digital world. A value of 1 means 100% means 0dbFS. A value of 0.5 means 50% means -6dBFS. If you want to calculate what values to enter here depending on dB, [http://www.redwirez.com/pcalc.jsp you can use this calculator] (I suggest you download the site to your computer to make sure you can work offline). Any other percentage to dB calculator will work. Careful though, [https://lightmachinery.com/optical-design-center/more-optical-design-tools/percentage-to-db/ as you can see on  this] site signal dB is not equal power dB! Always be sure to calculate with the right dB! To ensure you work with the right dB test this: -6dB = 50%, always.
===frequency===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!frequency
|float
|1
|basic pitch value, 1 = no change = normal pitch. Parameter ignored if more than 1 ''SoundShaders'' in ''SoundSet''
|}
Playback speed/pitch of the sound. Low number = low pitch, high number = high pitch. This parameter is '''ignored''' when the ''SoundShader'' is used together with other ''SoundShaders'' in a ''SoundSet'' (which can consist of multiple SoundShaders, more on that later).
===range===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!range
|distance in meters
|0
|radius of circle around sound source where the sound will be played
|}
The sound will be played in this radius around the sound source. There is no volume falloff configured yet so without any additional configuration the sound would start playing at full volume as soon as you are within this radius.
===rangeCurve===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!rangeCurve
|{d0,v0}, {d1,v1}
|none
|array of points or class name defined in CfgSoundCurves
|}
Here you can define the volume falloff depending on distance. The values are given in X,Y pairs. X being the distance, Y being the volume value. In the example the sound will be played at full volume at 0m distance. At 5m distance the volume will be 0.7 (70%, -3dB) and at 10m the sound will be silent. You can use hundreds of points to make really smooth curves. You can either use distance values within the range (in the example from 0m to 10m) OR use ''relative'' range values, 1 being maximum range. So the above example would also work with:
<code>rangeCurve[] =  
{
{0,1},
{0.5,0.7},
{1,0}
};</code>
'''Attention!''' In this case ''{0.5,0.7},'' means "at half ''range'' volume will be 0.7" and ''{1,0}'' means "at maximum ''range'' volume will be 0".


'''rangeCurve''' is pretty awesome because you can combine multiple ''SoundShaders'' with different ''rangeCurves'' within one ''SoundSet'' and play different sounds depending on distance. Imagine you have two SoundShaders:
* An [[Arma 3: Sound: ExampleWeaponConfig|example configuration]] for a weapon
<code>First SoundShader (close sounds)
* An [[Arma 3: Sound: SoundControllers|overview on SoundControllers]] which can be used to build [[Simple Expression]]d for volume/frequency calculation.
range = 50;
rangeCurve[] =
{
{0,1},
{25,0.7},
{50,0}
};
Second SoundShader (distant sounds)
range = 1800;
rangeCurve[] =
{
{0,0.2},
{25,0.7},
{50,1},
{1800,1}
};</code>
The close sound will start to become quieter over distance and at 50m it will be completely silent. The distant sound starts off quietly and slowly becomes more loud until max volume at 50m. Max volume factor is kept within the SoundShader until 1800m (max distance of second SoundShader).
====CfgSoundCurves====
CfgSoundCurves is it's own class in the audio configuration and is defined outside CfgSoundShaders but I will bring it up here anyway because it fits.
Instead of having to define many points every time in every SoundShader you can use the class CfgSoundCurves to define specific sound curves and then just use the names of these soundCurves in your other sound configurations. Let's look at an example CfgSoundCurves entry:
<code>class CfgSoundCurves
{
class closureVolumeCurve
{
points[] =
{
{0.0,1.0},
{0.5,0.7},
{1.0,0.0}
};
};
};</code>
This entry uses relative distance values (0=0m, 1=maximum range) and is called "closureVolumeCurve". So in our example SoundShader above we could have used: '''rangeCurve[] = closureVolumeCurve''' and the result would be the same. Make sure the rangeCurve is defined in cfgSoundCurves class before using it in audio configuration!


===limitation===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!limitation
|bool
|false
|if positive -> adds SoundShader to group of SoundShaders which will be limited within the SoundSet
|}
If enabled this adds the ''SoundShader'' to a group of ''SoundShaders'' which will be limited within the ''SoundSet'', explanation of that will be found when we go over ''SoundSets''.
==SoundSet==
A '''SoundSet''' usually combines multiple SoundShaders and decides how they are presented in the world. Let's look at an example SoundSet:
<code>class cfgSoundSets
{
class MX_Shot_SoundSet
{
soundShaders[] =
{
gunShotClose,
gunShotDistant
};
soundShadersLimit = 1;
volumeFactor = 1;
volumeRandomizer = 0;
volumeCurve = defaultVolumeCurve;
frequencyFactor = 1;
frequencyRandomizer = 0;
loop = 0;
spatial = 1;
sound3DProcessingType = defaultSound3DProcessingType;
doppler = 0;
speedOfSound = 1;
};
};</code>
===Important Notes on SoundSets===
*SoundSets are a dynamically mixed sample - audio is being created on the fly by the engine. If you mix a 1 second long SoundShader with a 3 second long SoundShader the final sample will be 3 seconds long.
*the '''range''' of the SoundSet is the highest range of all SoundShaders used in SoundSet. So if one SoundShader has a range of 50 and another SoundShader has a range of 1800 - 1800 will be the range of the SoundSet.
*volumeCurves applied to SoundSet will be scaled to that range. Looking at the example above 1 will mean 1800m and 0 will mean 0m.
*currently it is necessary to use SoundShaders with the same frequency within the SoundSet (frequency parameter in SoundShader will be ignored if more than one SoundShader in SoundSet)
===soundShaders===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!soundShaders
|{soundShader1,soundShader2...};
|none
|array of soundShaders to be submixed
|}
All SoundShaders within this array will be called, their volume values evaluated and they will be ''SUBMIXED'' into one voice. There are multiple great things here:
*The mixing is sample accurate! The way you hear it in your DAW is how you will hear the mix ingame! In previous arma titles sound events sometimes were not played simultaneously but with a tiny gap between them, creating weird effects - no more!
*The final mix counts as ONE VOICE. Game Sound Designers know that sometimes we create a sound out of multiple layers and the number of voices ingame is limited - well even if you use 6 SoundShaders to make up one dynamic SoundSet, the SoundSet will count as ONE voice.
===SoundShadersLimit===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!soundShadersLimit
|N°
|0
|SoundShaders without limitation parameter will always be processed
|}
If you set the value to 2, only the 2 '''loudest''' SoundShaders will be processed. When the SoundSet is triggered the engine looks at the rangeCurves and volume values of the SoundShaders. Since with rangeCurves you can have many soundShaders active this is a good way to save processing power. For this to work the SoundShaders must have ''limitation = 1;'' in their configurations.
===volumeFactor===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!volumeFactor
|float (0-n)
|1
|multiplication factor for volume
|}
This allows you to manage volume for a group of sounds instead of doing it one by one like in old configuration versions. volumeFactor set to 2 means that every volume value of each SoundShader is doubled.
===volumeRandomizer===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!volumeRandomizer
|float
|0
|random multiplication factor for volume, calculated during each use of SoundSet
|}
This allows you to have volume differences between each (for example) gunshot. How this works IN DETAIL will be added soon.
===volumeCurve===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!volumeCurve
|array of points or class name defined in '''CfgSoundCurves'''
|defaultVolumeCurve
|volume falloff curve for the SoundSet, based on highest range of SoundShaders in SoundSet
|}


===frequencyFactor===
{{GameCategory|arma3|Sound}}
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!frequencyFactor
|Number (0-n)
|1
|multiplication factor for frequency
|}
This allows you to control the pitch of all SoundShaders in the SoundSet.
===frequencyRandomizer===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!frequencyRandomizer
|Number (0-n)
|0
|random multiplication factor for frequency, calculated during each use of SoundSet
|}
Every time the SoundSet is triggered the frequency gets calculated. This allows you to have diversity in the soundscape - nothing is more annoying than hearing the exact same sound twice. A small pitch change helps a lot.
===loop===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!loop
|enum (0/1) or boolean
|0
|defining looping of SoundSet, start/stop of loop is handled by gameplay event
|}
This is WIP, not sure how it works, will add information as soon as the feature becomes more prevalent.
===distanceFilter===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!distanceFilter
|class name of filter
|defaultDistanceFilter
|defines the filter used when listener distance to sound increases
|}
Distant sounds sound different compared to close sounds. Usually they become quieter (rangeCurve takes care of that) and they lose high frequency content. distanceFilter is defining how exactly the sound loses high frequency content. Open config.cpp in sounds.pbo and take a look at ''class cfgDistanceFilters'' to get a rough idea.
===spatial===
If 1 the sound will be treated like a 3D sound. If 0 the sound will be played back locally "in the player's head" which would sound the same as if you played the sound in your MP3 player.
===sound3DProcessingType===
{| class="wikitable"
!parameter
!unit/values
!default
!descriptions
|-
!sound3DProcessingType
|class name of 3D processing type
|efaultSound3DProcessingType
|use '''emitter''' or '''panner'''? Class names defined in '''CfgSound3DProcessors'''
|}
There are two ways the new audio engine handles stereo files. ''StereoEmitter'' and ''StereoPanner''. They will get their own WikiPage where they will be explained.
===spatialityRange===
Default value 0.
Distance in meters where signal starts "bleeding" into the opposite channel. It's X3DAudio's [https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx '''innerRadius''' value and you can read more about it here]. I don't know exactly how it works so I will explain it when I know more.
===spatialityRangeAngle===
Angle in Radians. It's X3DAudio's [https://msdn.microsoft.com/en-us/library/windows/desktop/microsoft.directx_sdk.x3daudio.x3daudio_emitter(v=vs.85).aspx '''innerRadiusAngle''' and you can read more about it here].
===doppler===
Decides whether [https://www.youtube.com/results?search_query=doppler+effect the doppler effect] will be applied to the SoundSet or not.
===speedOfSound===
Decides whether speed of sound calculation will be enabled for the SoundSet or not.

Latest revision as of 21:41, 16 May 2024

A3 SoundMainScheme.jpg

General Sound Configuration

Arma 3's sound system became much more complex with the release of the Eden Update. Sound is not anymore a single sample (array respectively) with parameters, but a structure assembled from several layers with embedded audio features.

Process of sound configuration unification is still in progress (not all gameplay features use this system), information about new implementations will be continuously updated.

This wiki page serves as a hub - linking you to the different elements of the system.

You may at some point find volume defined with db (e.g db-40). The formula for db-based volume is: 10^(number*(1/20)).
The db value is expressed in dBFS (Decibels relative to full scale). See also Arma 3 Sound: cfgSoundShaders - volume.

See Also