Sound: SoundSet – Arma 3
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "<syntaxhighlight lang="cpp">class" to "<syntaxhighlight lang="cpp"> class") |
Lou Montana (talk | contribs) m (Text replacement - " !''" to " ! ''") |
||
(3 intermediate revisions by the same user not shown) | |||
Line 6: | Line 6: | ||
All SoundSets have to be configured in the base class '''CfgSoundSets'''. | All SoundSets have to be configured in the base class '''CfgSoundSets'''. | ||
{| | {{Feature | informative | ||
| | | | ||
* SoundSet in fact represents one single submixed sound, with the length of the longest sample used in the submix. | * SoundSet in fact represents one single submixed sound, with the length of the longest sample used in the submix. | ||
Line 12: | Line 12: | ||
* Use the same frequency wave files defined within single SoundSet (SoundShader respectively). | * Use the same frequency wave files defined within single SoundSet (SoundShader respectively). | ||
* For vehicles: soundSets must have only one soundShader for soundShader simple expressions to be updated all the time. Reatime-update does not work if there are more than 1 soundShader in soundSet. | * For vehicles: soundSets must have only one soundShader for soundShader simple expressions to be updated all the time. Reatime-update does not work if there are more than 1 soundShader in soundSet. | ||
}} | |||
{| class="wikitable | {| class="wikitable" | ||
|- | |- | ||
! | ! Parameter | ||
! | ! Unit/values | ||
! | ! Default | ||
! | ! Description | ||
|- | |- | ||
!''soundShaders'' | ! ''soundShaders'' | ||
| | | | ||
Line 35: | Line 35: | ||
|- | |- | ||
!''soundShadersLimit'' | ! ''soundShadersLimit'' | ||
| (0..n) | | (0..n) | ||
| 0 (no limit) | | 0 (no limit) | ||
Line 43: | Line 43: | ||
|- | |- | ||
!''volumeFactor'' | ! ''volumeFactor'' | ||
| float (0..n) or dBx | | float (0..n) or dBx | ||
| 1 | | 1 | ||
Line 51: | Line 51: | ||
|- | |- | ||
!''volumeCurve'' | ! ''volumeCurve'' | ||
| {{d0, v0}, {d1, v1}, ... } or Class name | | {{d0, v0}, {d1, v1}, ... } or Class name | ||
| ''defaultVolumeCurve'' | | ''defaultVolumeCurve'' | ||
Line 60: | Line 60: | ||
|- | |- | ||
!''volumeRandomizer'' | ! ''volumeRandomizer'' | ||
| (0..6dB) [dB] | | (0..6dB) [dB] | ||
| 0 | | 0 | ||
Line 68: | Line 68: | ||
|- | |- | ||
!''volumeRandomizerMin'' | ! ''volumeRandomizerMin'' | ||
| (0..6dB) [dB] | | (0..6dB) [dB] | ||
| 0 | | 0 | ||
Line 75: | Line 75: | ||
|- | |- | ||
!''frequencyFactor'' | ! ''frequencyFactor'' | ||
| (0..n) | | (0..n) | ||
| 1 | | 1 | ||
Line 83: | Line 83: | ||
|- | |- | ||
!''frequencyRandomizer'' | ! ''frequencyRandomizer'' | ||
| (0..12) [semitones] | | (0..12) [semitones] | ||
| 0 | | 0 | ||
Line 92: | Line 92: | ||
|- | |- | ||
!''frequencyRandomizerMin'' | ! ''frequencyRandomizerMin'' | ||
| (0..12) [semitones] | | (0..12) [semitones] | ||
| 0 | | 0 | ||
Line 100: | Line 100: | ||
|- | |- | ||
!''loop'' | ! ''loop'' | ||
| {0, 1} or boolean | | {0, 1} or boolean | ||
| 0 | | 0 | ||
Line 108: | Line 108: | ||
|- | |- | ||
!''playTrigger'' | ! ''playTrigger'' | ||
| simple expression | | simple expression | ||
| 0 | | 0 | ||
Line 116: | Line 116: | ||
|- | |- | ||
!''shape'' | ! ''shape'' | ||
| class name | | class name | ||
| none | | none | ||
Line 124: | Line 124: | ||
|- | |- | ||
!''delay'' | ! ''delay'' | ||
| [s] | | [s] | ||
| 0 | | 0 | ||
Line 132: | Line 132: | ||
|- | |- | ||
!''delayRandomizer'' | ! ''delayRandomizer'' | ||
| [s] | | [s] | ||
| 0 | | 0 | ||
Line 139: | Line 139: | ||
|- | |- | ||
!''distanceFilter'' | ! ''distanceFilter'' | ||
| Class name / "none" | | Class name / "none" | ||
| ''defaultDistanceFilter'' | | ''defaultDistanceFilter'' | ||
Line 148: | Line 148: | ||
|- | |- | ||
!''sound3DProcessingType'' | ! ''sound3DProcessingType'' | ||
| Class name / "none" | | Class name / "none" | ||
| ''defaultSound3DProcessingType'' | | ''defaultSound3DProcessingType'' | ||
Line 157: | Line 157: | ||
|- | |- | ||
!''spatial'' | ! ''spatial'' | ||
| {0, 1} or boolean | | {0, 1} or boolean | ||
| | | | ||
Line 164: | Line 164: | ||
|- | |- | ||
!''doppler'' | ! ''doppler'' | ||
| {0, 1} or boolean | | {0, 1} or boolean | ||
| | | | ||
Line 171: | Line 171: | ||
|- | |- | ||
!''speedOfSound'' | ! ''speedOfSound'' | ||
| {0, 1} or boolean | | {0, 1} or boolean | ||
| | | | ||
Line 178: | Line 178: | ||
|- | |- | ||
!''occlusionFactor'' | ! ''occlusionFactor'' | ||
| (0..1) | | (0..1) | ||
| | | | ||
Line 185: | Line 185: | ||
|- | |- | ||
!''obstructionFactor'' | ! ''obstructionFactor'' | ||
| (0..1) | | (0..1) | ||
| | | | ||
Line 213: | Line 213: | ||
loop = 0; | loop = 0; | ||
}; | }; | ||
};</syntaxhighlight> | }; | ||
</syntaxhighlight> |
Latest revision as of 10:11, 25 May 2021
SoundSet
SoundSet is second level of sound configuration. It contains array of SoundShaders to be mixed and parameters for advanced features and options.
All SoundSets have to be configured in the base class CfgSoundSets.
Parameter | Unit/values | Default | Description |
---|---|---|---|
soundShaders |
{SoundShader1, ...} |
none |
|
soundShadersLimit | (0..n) | 0 (no limit) |
|
volumeFactor | float (0..n) or dBx | 1 |
|
volumeCurve | {{d0, v0}, {d1, v1}, ... } or Class name | defaultVolumeCurve
defined in CfgSoundGlobals |
|
volumeRandomizer | (0..6dB) [dB] | 0 |
|
volumeRandomizerMin | (0..6dB) [dB] | 0 |
|
frequencyFactor | (0..n) | 1 |
|
frequencyRandomizer | (0..12) [semitones] | 0 |
|
frequencyRandomizerMin | (0..12) [semitones] | 0 |
|
loop | {0, 1} or boolean | 0 |
|
playTrigger | simple expression | 0 |
|
shape | class name | none |
|
delay | [s] | 0 |
|
delayRandomizer | [s] | 0 |
|
distanceFilter | Class name / "none" | defaultDistanceFilter
defined in CfgSoundGlobals |
|
sound3DProcessingType | Class name / "none" | defaultSound3DProcessingType
defined in CfgSoundGlobals |
|
spatial | {0, 1} or boolean |
| |
doppler | {0, 1} or boolean |
| |
speedOfSound | {0, 1} or boolean |
| |
occlusionFactor | (0..1) |
| |
obstructionFactor | (0..1) |
|
class CfgSoundSets
{
class Rifle_Shot_Base_SoundSet
{
soundShaders[] =
{
MX_Closure_SoundShader,
MX_closeShot_SoundShader,
MX_midShot_SoundShader,
MX_distShot_SoundShader,
MX_tailInterior_SoundShader
};
volumeFactor = 1.6;
volumeCurve = InverseSquare2Curve;
sound3DProcessingType = WeaponMediumShot3DProcessingType;
distanceFilter = weaponShotDistanceFreqAttenuationFilter;
spatial = 1;
doppler = 0;
loop = 0;
};
};