Sound: SoundShader – Arma 3
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{{GameCategory|arma3|Sound}} | |||
== SoundShader == | == SoundShader == | ||
SoundShader is the lowest level of sound configuration. It contains | SoundShader is the lowest level of sound configuration. It contains the definition of sound files and basic set of parameters. | ||
All SoundShaders have to be defined in the base class '''CfgSoundShaders'''. | All SoundShaders have to be defined in the base class '''CfgSoundShaders'''. | ||
{| | {{Feature | informative | For single SoundShader (SoundSet respectively), use sound files with the same sampling rate.}} | ||
| For single SoundShader (SoundSet respectively), use | |||
{| class="wikitable | {| class="wikitable" | ||
|- | |- | ||
! | ! Parameter | ||
! | ! Unit/values | ||
! | ! Default | ||
! | ! Description | ||
|- | |- | ||
!'' | |||
|{["path/sound",p], ...} | ! ''samples'' | ||
|none | | { ["path/sound",p], ... } | ||
| none | |||
| | | | ||
* array containing sound file name with paths and probability values (p) | * array containing sound file name with paths and probability values (p), wav, wss, ogg are accepted file types, 16bit/44.1KHz wav converted to wss should always work fine | ||
* probability values are normalized to 1, in every case there is one sample selected | * probability values are normalized to 1, in every case there is one sample selected | ||
* no immediate repeat | * no immediate repeat (engine never selects the same sample twice in a row) | ||
|- | |- | ||
!''volume'' | ! ''volume'' | ||
|float (0..n) or [dBFS] | | float (0..n) or [dBFS] | ||
|1 (= db0) | | 1 (= db0) | ||
| | | | ||
* base volume value | * base volume value | ||
Line 36: | Line 36: | ||
|- | |- | ||
!''frequency'' | ! ''frequency'' | ||
|(0.5..2) | | (0.5..2) | ||
|1 | | 1 | ||
| | | | ||
* base pitch value, 1 = no change | * base pitch value, 1 = no change | ||
Line 44: | Line 44: | ||
|- | |- | ||
! ''range'' | |||
| (0..n) [m] | | (0..n) [m] | ||
| 0 | | 0 | ||
Line 51: | Line 51: | ||
|- | |- | ||
!''rangeCurve'' | ! ''rangeCurve'' | ||
| {{d0, v0}, {d1, v1}, ... } or Class name | | {{d0, v0}, {d1, v1}, ... } or Class name | ||
| none | | none | ||
| | | | ||
* array of points or class name defined in | * array of points & corresponding amplitude multipliers or class name defined in [[Arma 3: Sound: Sound Curves|cfgSoundCurves]] | ||
* if shader is not used in submix (only one SoundShader in SoundSet), this parameter is currently ignored | * if shader is not used in submix (meaning it is the only one SoundShader in SoundSet), this parameter is currently ignored | ||
|- | |- | ||
!''limitation'' | ! ''limitation'' | ||
| bool | | bool | ||
| false | | false | ||
Line 75: | Line 75: | ||
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_01", 1 }, | { "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_01", 1 }, | ||
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_02", 1 }, | { "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_02", 1 }, | ||
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", | { "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked | ||
}; | }; | ||
volume = | volume = db3; // additional gain, +3dB | ||
range = 50; | range = 50; | ||
rangeCurve = closeShotCurve; | rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves | ||
}; | |||
</syntaxhighlight> |
Latest revision as of 10:38, 6 May 2024
SoundShader
SoundShader is the lowest level of sound configuration. It contains the definition of sound files and basic set of parameters.
All SoundShaders have to be defined in the base class CfgSoundShaders.
Parameter | Unit/values | Default | Description |
---|---|---|---|
samples | { ["path/sound",p], ... } | none |
|
volume | float (0..n) or [dBFS] | 1 (= db0) |
|
frequency | (0.5..2) | 1 |
|
range | (0..n) [m] | 0 |
|
rangeCurve | {{d0, v0}, {d1, v1}, ... } or Class name | none |
|
limitation | bool | false |
|
class CfgSoundShaders
{
class ACPC2_closeShot_SoundShader
{
samples[] =
{
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_01", 1 },
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_02", 1 },
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked
};
volume = db3; // additional gain, +3dB
range = 50;
rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves
};