Sound – Arma 3
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==Basic Structure== | ==Basic Structure== | ||
[[Arma_3_Sound:_cfgSoundSets|SoundSets]] are assigned to entities such as weapons in the game. When a game event happens (for example a gun shot or an explosion) the SoundSet gets triggered and you hear a sound. SoundSets can consist of multiple [[Arma_3_Sound:_cfgSoundShaders|SoundShaders]]. Positional stereo | *[[Arma_3_Sound:_cfgSoundSets|SoundSets]] are assigned to entities such as weapons in the game. When a game event happens (for example a gun shot or an explosion) the SoundSet gets triggered and you hear a sound. | ||
*SoundSets can consist of multiple [[Arma_3_Sound:_cfgSoundShaders|SoundShaders]]. | |||
*Positional sound using stereo files as sources are not a simple task for game engines, which is why Arma 3 uses it's own [[Arma_3_Sound:_cfgSound3DProcessors|3D Sound Processors]]. | |||
*The relationship between game variables and sound values (like the relationship between distance to an object and the volume of the sound the object is emitting) can be pre-defined in [[Arma_3_Sound:_cfgSoundCurves|cfgSoundCurves]] for easier use in other configuration files. |
Revision as of 22:04, 29 February 2016
Arma 3's sound system became much more complex with the release of the Eden Update. This wiki page will serve as a hub - linking you to the different elements of the system.
Basic Structure
- SoundSets are assigned to entities such as weapons in the game. When a game event happens (for example a gun shot or an explosion) the SoundSet gets triggered and you hear a sound.
- SoundSets can consist of multiple SoundShaders.
- Positional sound using stereo files as sources are not a simple task for game engines, which is why Arma 3 uses it's own 3D Sound Processors.
- The relationship between game variables and sound values (like the relationship between distance to an object and the volume of the sound the object is emitting) can be pre-defined in cfgSoundCurves for easier use in other configuration files.