Sound – Arma 3

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{{Important|The documentation is currently work in progress and some articles may be unfinished or missing completely.}}
{| style="color:black; background-color:white;" cellpadding="6"
| [[File:A3_SoundMainScheme.jpg]]
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==General Sound Configuration==
* [https://community.bistudio.com/wiki/Arma_3_Sound:_SoundShader SoundShader]
* [https://community.bistudio.com/wiki/Arma_3_Sound:_SoundSet SoundSet]
* [https://community.bistudio.com/wiki/Arma_3_Sound:_Sound_Curves Sound Curves]
* [https://community.bistudio.com/wiki/Arma_3_Sound:_Filters Fitlers]
* [https://community.bistudio.com/wiki/Arma_3_Sound:_Processing_Types Processing Types]
* [https://community.bistudio.com/wiki/Arma_3_Sound:_Global_Sound_Parameters Global Sound Parameters]
|}


Arma 3's sound system became much more complex with the release of the [https://dev.arma3.com/post/sitrep-00144 Eden Update]. This wiki page will serve as a hub - linking you to the different elements of the system.


==Basic Structure==
ArmA 3's sound system became much more complex with the release of the [https://dev.arma3.com/post/sitrep-00144 Eden Update]. Sound is not anymore a single sample (array respectively) with parameters, but a structure assembled from several layers with embedded audio features.


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


*SoundSets can consist of multiple [[Arma_3_Sound:_cfgSoundShaders|SoundShaders]].
'''This wiki page serves as a hub - linking you to the different elements of the system.'''


*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]].
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*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.


*An [[Arma_3_Sound:_ExampleWeaponConfig|example configuration]] for a weapon
*An [[Arma_3_Sound:_ExampleWeaponConfig|example configuration]] for a weapon


*An [[Arma_3_Sound:_SoundControllers|overview on SoundControllers]] which can be used to build [[Simple_Expression|simple expressions]] for volume/frequency calculation.
*An [[Arma_3_Sound:_SoundControllers|overview on SoundControllers]] which can be used to build [[Simple_Expression|simple expressions]] for volume/frequency calculation.

Revision as of 16:25, 23 September 2016

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 uses 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.