playSound3D: Difference between revisions

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m (Added info on how to locate and play custom sounds added to a mission.)
(Add note about leading antislash, thanks ilbinek)
 
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{{Command|= Comments
{{RV|type=command
____________________________________________________________________________________________


| arma3 |= Game name
|game1= arma3
|version1= 0.50


|0.50|= Game version
|arg= global


|arg= global |= Arguments in MP
|eff= global


|eff= global |= Effects in MP
|gr1= Sounds
____________________________________________________________________________________________


| Plays a sound with given filename. At least 2 parameters must be added.  |= Description
|descr= Plays positional sound with given ''filename'' on every computer on network.
____________________________________________________________________________________________


| '''playSound3D''' [filename, source, isInside, position, volume, frequency, distance] |= Syntax
|s1= [[playSound3D]] [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance, offset, local]


|p1= [filename, source, isInside, position, volume, frequency, distance]: [[Array]] |= PARAMETER1
|p1= filename: [[String]] - see [[Arma 3: Sound Files]] for available file names or {{Link|#Example 3}} to use mission files


|p2= filename: [[String]] |= PARAMETER2
{{Feature|important|
Since {{GVI|arma3|2.10|size= 0.75}} the file name can start with a leading backslash {{hl|'''\'''a3\...}}.<br>
However a leading backslash must '''not''' be used for an '''addon''' sound file.
}}
 
|p2= soundSource: [[Object]] - the object emitting the sound. If ''soundPosition'' below is specified this parameter is ignored
 
|p3= isInside: [[Boolean]] - (Optional, default [[false]]) - [[true]] to simulate a sound played inside a building or similar


|p3= source: [[Object]] |= PARAMETER3
|p4= soundPosition: [[Array]] format [[Position#PositionASL|PositionASL]] - (Optional, default [0,0,0]) position for sound emitter, overrides ''soundSource''
{{Feature|informative|If a following parameter has to be used, simply use <sqf inline>getPosASL _soundSource</sqf> for ''soundPosition'' instead of <sqf inline>_soundSource</sqf> for ''soundSource''.}}
{{Feature|important|This parameter also takes [[Object]] but their [[Position#PositionAGL|AGL]] position is used instead of [[Position#PositionASL|ASL]] resulting in sound source being underground if they're above ground, always use [[Position#PositionASL|PositionASL]] instead.}}


|p4= isInside: [[Boolean]] |= PARAMETER4
|p5= volume: [[Number]] - (Optional, default 1) sound volume. A value greater than 5 gets capped


|p5= position: [[Position]] |= PARAMETER5
|p6= soundPitch: [[Number]] - (Optional, default 1)
* 1.0 &rarr; normal
* 0.5 &rarr; Darth Vader
* 2.0 &rarr; Chipmunks


|p6= volume: [[Number]] |= PARAMETER6
|p7= distance: [[Number]] - (Optional, default 0) how far the sound is audible, in meters. {{hl|0}} means no maximum distance


|p7= frequency: [[Number]] |= PARAMETER7
|p8= offset: [[Number]] - (Optional, default 0) offset in seconds. Same as with [[playMusic]]
|p8since= arma3 2.00


|p8= distance: [[Number]] - How far is sound audible (0 <nowiki>=</nowiki> no max distance). |= PARAMETER8
|p9= local: [[Boolean]] - (Optional, default [[false]]) if [[true]] the sound will not be broadcast over network
|p9since= arma3 2.06


| [[Nothing]] |= RETURNVALUE
|r1= [[Number]] - id of the sound (0..65535) (was [[Nothing]] before {{GVI|arma3|2.12|size= 0.75}})


|x1= <sqf>playSound3D ["A3\Sounds_F\sfx\blip1.wss", player];</sqf>


|x1= <code>[[playSound3D]] ["A3\Sounds_F\sfx\blip1.wav", [[player]]]</code>|= EXAMPLE1
|x2= <sqf>playSound3D ["A3\Sounds_F\sfx\blip1.wss", player, false, getPosASL player, 1, 1, 0];</sqf>
|x2= <code>[[playSound3D]] ["A3\Sounds_F\sfx\blip1.wav", [[player]], [[false]], [[getPos]] [[player]], 1, 1, 0]</code>|= EXAMPLE2
|x3= Sound file extension must be specified even if a config entry has none:
<code>[[playSound3D]] ["A3\Sounds_F\sfx\alarm_independent", [[player]]]; //no sound
[[playSound3D]] ["A3\Sounds_F\sfx\alarm_independent.wss", [[player]]]; //alarm</code>|= EXAMPLE3


____________________________________________________________________________________________
|x3= <sqf>playSound3D [getMissionPath "mySound.ogg", player]; // to play a mission directory sound</sqf>


| |= SEEALSO
|x4= Sound file extension must be specified even if a config entry has none:
<sqf>
playSound3D ["A3\Sounds_F\sfx\alarm_independent", player]; // no sound
playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player]; // alarm
</sqf>


| |= MPBEHAVIOUR
|seealso= [[say3D]] [[playSound]] [[say2D]] [[say]] [[createSoundSource]] [[setRandomLip]] [[getMissionPath]] [[playSoundUI]]
____________________________________________________________________________________________
}}
}}


<h3 style='display:none'>Notes</h3>
{{Note
<dl class='command_description'>
|user= Killzone_Kid
<!-- Note Section BEGIN -->
|timestamp= 20140926091800
<dd class="notedate">--[[User:JacmacBrian|JacmacBrian]] 08:21, 16 October 2013 (CEST)
|text= Currently, [[playSound3D]] is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins.
<dt class="note">'''[[User:JacmacBrian|Jacmac]]'''
}}
<dd class="note">You need to get the correct path for custom mission sounds. Use [[missionConfigFile]] with BIS_fnc_trimString (to trim off "[[description.ext]]"), then add your mission's sound directory and sound file:
<code>_soundPath = [([[str]] [[missionConfigFile]]), 0, -15] call BIS_fnc_trimString;
_soundToPlay = _soundPath + "sounds\some_sound_file.ogg";
playSound3D [_soundToPlay, _sourceObject, [[false]], getPos _sourceObject, 10, 1, 50]; //Volume db+10, volume drops off to 0 at 50 meters from _sourceObject</code>


<dd class="notedate">Posted on September 23, 2013
{{Note
<dt class="note">'''[[User:Killzone_Kid|Killzone_Kid]]'''
|user= Killzone_Kid
<dd class="note">This command works well with addon sounds, however getting it to play mission sound files is a bit tricky. Follow [http://killzonekid.com/arma-scripting-tutorials-mission-root/ this guide]
|timestamp= 20141108214800
|text= When object is supplied but not a position, the position is taken from object, otherwise the position is taken from supplied position. That doesn't mean that when position is taken from object it is going to follow object when it changes position. The sound is generated at object position and it stays there.<br><br>
One other important note: If <i>soundSource</i> param is [[objNull]] then this command develops the same bug with first person view as [[createSoundSource]] and [[say3D]]. If ''soundSource'' is [[player]] then the bug is inverted. It seems that passing [[vehicle]] [[player]] as <i>soundSource</i> param is the only way to make it behave correctly when vehicles involved.
}}


{{Note
|user= R3vo
|timestamp= 20201007122400
|text= The sound will be distorted according to the {{Link|https://en.wikipedia.org/wiki/Doppler_effect}} when passing by the sound source quickly.
}}


<!-- Note Section END -->
{{Note
</dl>
|user= Hypoxic125
|timestamp= 20230514135752
|text= Wait for sound to end:


<h3 style='display:none'>Bottom Section</h3>
<sqf>
[[Category:Arma_3:_New_Scripting_Commands_List|{{uc:{{PAGENAME}}}}]]
private _sound = playSound3D ["A3\Sounds_F\sfx\blip1.wss", player];
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
waitUntil { soundParams _sound isEqualTo [] };
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
</sqf>
}}

Latest revision as of 20:54, 28 May 2024

Hover & click on the images for description

Description

Description:
Plays positional sound with given filename on every computer on network.
Groups:
Sounds

Syntax

Syntax:
playSound3D [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance, offset, local]
Parameters:
filename: String - see Arma 3: Sound Files for available file names or Example 3 to use mission files
Since Arma 3 logo black.png2.10 the file name can start with a leading backslash \a3\....
However a leading backslash must not be used for an addon sound file.
soundSource: Object - the object emitting the sound. If soundPosition below is specified this parameter is ignored
isInside: Boolean - (Optional, default false) - true to simulate a sound played inside a building or similar
soundPosition: Array format PositionASL - (Optional, default [0,0,0]) position for sound emitter, overrides soundSource
If a following parameter has to be used, simply use getPosASL _soundSource for soundPosition instead of _soundSource for soundSource.
This parameter also takes Object but their AGL position is used instead of ASL resulting in sound source being underground if they're above ground, always use PositionASL instead.
volume: Number - (Optional, default 1) sound volume. A value greater than 5 gets capped
soundPitch: Number - (Optional, default 1)
  • 1.0 → normal
  • 0.5 → Darth Vader
  • 2.0 → Chipmunks
distance: Number - (Optional, default 0) how far the sound is audible, in meters. 0 means no maximum distance
since Arma 3 logo black.png2.00
offset: Number - (Optional, default 0) offset in seconds. Same as with playMusic
since Arma 3 logo black.png2.06
local: Boolean - (Optional, default false) if true the sound will not be broadcast over network
Return Value:
Number - id of the sound (0..65535) (was Nothing before Arma 3 logo black.png2.12)

Examples

Example 1:
playSound3D ["A3\Sounds_F\sfx\blip1.wss", player];
Example 2:
playSound3D ["A3\Sounds_F\sfx\blip1.wss", player, false, getPosASL player, 1, 1, 0];
Example 3:
playSound3D [getMissionPath "mySound.ogg", player]; // to play a mission directory sound
Example 4:
Sound file extension must be specified even if a config entry has none:
playSound3D ["A3\Sounds_F\sfx\alarm_independent", player]; // no sound playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player]; // alarm

Additional Information

See also:
say3D playSound say2D say createSoundSource setRandomLip getMissionPath playSoundUI

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
Killzone_Kid - c
Posted on Sep 26, 2014 - 09:18 (UTC)
Currently, playSound3D is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins.
Killzone_Kid - c
Posted on Nov 08, 2014 - 21:48 (UTC)
When object is supplied but not a position, the position is taken from object, otherwise the position is taken from supplied position. That doesn't mean that when position is taken from object it is going to follow object when it changes position. The sound is generated at object position and it stays there.

One other important note: If soundSource param is objNull then this command develops the same bug with first person view as createSoundSource and say3D. If soundSource is player then the bug is inverted. It seems that passing vehicle player as soundSource param is the only way to make it behave correctly when vehicles involved.
R3vo - c
Posted on Oct 07, 2020 - 12:24 (UTC)
The sound will be distorted according to the Doppler effect when passing by the sound source quickly.
Hypoxic125 - c
Posted on May 14, 2023 - 13:57 (UTC)
Wait for sound to end:
private _sound = playSound3D ["A3\Sounds_F\sfx\blip1.wss", player]; waitUntil { soundParams _sound isEqualTo [] };