say3D: Difference between revisions
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| [[Nothing]] |= Return value | | [[Nothing]] |= Return value | ||
| s2 = from '''say3D''' [sound, maxDistance, pitch]|= Syntax | | s2 = from '''say3D''' [sound, maxDistance, pitch,isSpeech]|= Syntax | ||
|p21= from: [[Object]] - origin of the sound | |p21= from: [[Object]] - origin of the sound | ||
Line 32: | Line 32: | ||
|p24= maxDistance (Optional): [[Number]] - max distance at which the sound can be heard. Default: 100 m. | |p24= maxDistance (Optional): [[Number]] - max distance at which the sound can be heard. Default: 100 m. | ||
|p25= pitch (Optional): [[Number]] - pitch of the sound. Default: 1. | |p25= pitch (Optional): [[Number]] - pitch of the sound. Default: 1. | ||
|p26= isSpeech: [[Boolean]] - play as speech through radio channel, [[fadeSpeech]] applies. If true, filters are not applied to it (i.e. house or vehicle interior one) |= Parameter 3 | |||
| r2= [[Nothing]] |= Return value | | r2= [[Nothing]] |= Return value |
Revision as of 09:37, 14 December 2018
Description
- Description:
- Unit or object will say given sound in 3D Space. This allows broadcasting of positional music or sound from a source, without having to script a fade sound or music command. Compare this with say2D which will always play a sound at the location of the player after he has been in the vicinity of a broadcasting sound. Sound is defined in "CfgSounds" of the Description.ext or main config.
NOTE: You can stop say3D sound currently playing in 2 ways: delete the source of the sound (from) with deleteVehicle or kill the source with setDamage for example. - Groups:
- Uncategorised
Syntax 1
- Syntax:
- from say3D sound
- Parameters:
- from: Object - origin of the sound
- sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- Return Value:
- Nothing
Syntax 2
- Syntax:
- from say3D [sound, maxDistance, pitch,isSpeech]
- Parameters:
- from: Object - origin of the sound
- [sound, maxDistance, pitch]: Array
- sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- maxDistance (Optional): Number - max distance at which the sound can be heard. Default: 100 m.
- pitch (Optional): Number - pitch of the sound. Default: 1.
- isSpeech: Boolean - play as speech through radio channel, fadeSpeech applies. If true, filters are not applied to it (i.e. house or vehicle interior one)
- Return Value:
- Nothing
Syntax 3
- Syntax:
- [from, to] say3D sound
- Parameters:
- [from, to]: Array
- from: Object - origin of the sound
- to: Object - target
- sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- Return Value:
- Nothing
Syntax 4
- Syntax:
- [from, to] say3D [sound, maxDistance, pitch,isSpeech]
- Parameters:
- [from, to]: Array
- from: Object - origin of the sound
- to: Object - target
- [sound, maxDistance, pitch]: Array
- sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- maxDistance (Optional): Number - max distance at which the sound can be heard. Default: 100 m.
- pitch (Optional): Number - pitch of the sound. Default: 1.
- isSpeech: Boolean - play as speech through radio channel, fadeSpeech applies. If true, filters are not applied to it (i.e. house or vehicle interior one)
- Return Value:
- Nothing
Examples
- Example 1:
helicopter1 say3D "Fortunateson"
- Example 2:
- Workaround for dead bodies.
private _dummy = "#particlesource" createVehicleLocal ASLToAGL getPosWorld _corpse; _dummy say3D "whatever"; _dummy spawn { sleep 5; //Atleast the length of your sound deleteVehicle _this; };
Additional Information
- See also:
- saysay2DplaySoundcreateSoundSource
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
Notes
- Posted on 7 March 2013
- Rocket
- The only difference with this command and say is during cutscenes (when some camera effect is active). In cutscenes, say3D is 3D, say is not.
Bottom Section
- Posted on July 19, 2015 - 21:26 (UTC)
- Benargee
- In Arma 2 1.63, the object this command is assigned to must be alive for the sound to broadcast. If the object is killed while the sound is still playing, the sound will stop immediately.
Here is a link to the forum to get around this issue: [1]
I have not tested this in Arma 3 yet.
- Posted on March 11, 2017 - 14:43 (UTC)
- Killzone Kid
-
This command creates sound object "#soundonvehicle" which can be detected with allMissionObjects:
onEachFrame {hintSilent str allMissionObjects "#soundonvehicle"}; [] spawn {sleep 1; player say3D "Alarm"};
Categories:
- Scripting Commands
- Introduced with Arma 2 version 1.00
- Arma 2: New Scripting Commands
- Arma 2: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Local Effect
- ArmA 2: New Scripting Commands List
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters
- Broken Scripting Commands