say3D: Difference between revisions

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m (Text replacement - "[[Category:Scripting_Commands_Take_On_Helicopters" to "[[Category:Scripting Commands Take On Helicopters")
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| 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.<br><br>
| Unit or object will say given sound in 3D Space.
'''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.
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 [[Description.ext#CfgSounds|"CfgSounds"]] of the [[Description.ext]] or main config.


{{Important| For some unknown reason if at the moment of command execution the player is in first person view and is inside a vehicle, the sound created is greatly attenuated}}|DESCRIPTION=
{{Informative | You can stop [[say3D]] sound currently playing in 2 ways:
|DESCRIPTION=
* delete the source of the sound (from) with [[deleteVehicle]], or
* kill the source with e.g [[setDamage]].}} |DESCRIPTION=
 
|pr= For some unknown reason if at the moment of command execution the player is in first person view and is inside a vehicle, the sound created is greatly attenuated. |PROBLEMS=
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| from '''say3D''' sound|SYNTAX=
| from [[say3D]] sound |SYNTAX=


|p1= from: [[Object]] - origin of the sound
|p1= from: [[Object]] - origin of the sound
|p2= sound: [[String]] - classname of the sound to be played. Defined in CfgSounds including [[Description.ext]]
|p2= sound: [[String]] - classname of the sound to be played. Defined in CfgSounds including [[Description.ext]]


| [[Nothing]] |RETURNVALUE=
| [[Nothing]] |RETURNVALUE=
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| s2 = from '''say3D''' [sound, maxDistance, pitch,isSpeech]|SYNTAX2=
| s2 = from [[say3D]] [sound, maxDistance, pitch,isSpeech] |SYNTAX2=


|p21= from: [[Object]] - origin of the sound
|p21= from: [[Object]] - origin of the sound
|p22= [sound, maxDistance, pitch]: [[Array]]
|p23= sound: [[String]] - classname of the sound to be played. Defined in CfgSounds including [[Description.ext]]
|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.
|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). Available since 1.91.145286  |PARAMETER3=


| r2= [[Nothing]] |RETURNVALUE=
|p22= sound: [[String]] - classname of the sound to be played. Defined in CfgSounds including [[Description.ext]]
 
|p23= maxDistance: [[Number]] - (Optional, default 100) max distance in meter at which the sound can be heard.
 
|p24= pitch: [[Number]] - (Optional, default 1) pitch of the sound.


| s3= [from, to] '''say3D''' sound|SYNTAX3=
|p25= 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). Available since 1.91.145286


|p41= [from, to]: [[Array]]
|r2= [[Nothing]] |RETURNVALUE2=
|p42= from: [[Object]] - origin of the sound
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|p43= to: [[Object]] - target
|p44= sound: [[String]] - classname of the sound to be played. Defined in CfgSounds including [[Description.ext]]


| r3= [[Nothing]] |RETURNVALUE=
|s3= [from, to] [[say3D]] sound |SYNTAX3=


| s4 = [from, to] '''say3D''' [sound, maxDistance, pitch,isSpeech]|SYNTAX=
|p41= from: [[Object]] - origin of the sound


|p61= [from, to]: [[Array]]
|p42= to: [[Object]] - target
|p62= from: [[Object]] - origin of the sound
|p63= to: [[Object]] - target
|p64= [sound, maxDistance, pitch]: [[Array]]
|p65= sound: [[String]] - classname of the sound to be played. Defined in CfgSounds including [[Description.ext]]
|p66= maxDistance (Optional): [[Number]] - max distance at which the sound can be heard. Default: 100 m.
|p67= pitch (Optional): [[Number]] - pitch of the sound. Default: 1.
|p68= 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). Available since 1.91.145286  |PARAMETER3=


|p43= sound: [[String]] - classname of the sound to be played. Defined in CfgSounds including [[Description.ext]]


| r4= [[Nothing]] |RETURNVALUE=
|r3= [[Nothing]] |RETURNVALUE3=
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|s4 = [from, to] [[say3D]] [sound, maxDistance, pitch, isSpeech] |SYNTAX4=
 
|p61= from: [[Object]] - origin of the sound
 
|p62= to: [[Object]] - target
 
|p63= sound: [[String]] - classname of the sound to be played. Defined in CfgSounds including [[Description.ext]]
 
|p64= maxDistance: [[Number]] - (Optional, default 100) max distance in meter at which the sound can be heard.
 
|p65= pitch: [[Number]] - (Optional, default 1) pitch of the sound.
 
|p66= 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). Available since 1.91.145286
 
|r4= [[Nothing]] |RETURNVALUE4=
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|x1= <code> helicopter1 [[say3D]] "Fortunateson"</code> |EXAMPLE1=
|x1= <code> helicopter1 [[say3D]] "Fortunateson"</code> |EXAMPLE1=
|x2= Workaround for dead bodies.
 
|x2= Workaround for dead bodies:
<code>[[private]] _dummy = "#particlesource" [[createVehicleLocal]] [[ASLToAGL]] [[getPosWorld]] _corpse;
<code>[[private]] _dummy = "#particlesource" [[createVehicleLocal]] [[ASLToAGL]] [[getPosWorld]] _corpse;
_dummy [[say3D]] "whatever";
_dummy [[say3D]] "whatever";
_dummy [[spawn]] {
_dummy [[spawn]] {
    [[sleep]] 5; //Atleast the length of your sound
[[sleep]] 5; {{cc|at least the length of your sound}}
    [[deleteVehicle]] _this;
[[deleteVehicle]] _this;
};</code> |EXAMPLE2=
};</code> |EXAMPLE2=
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| [[say]], [[say2D]], [[playSound]], [[createSoundSource]] |SEEALSO=  
| [[say]], [[say2D]], [[playSound]], [[createSoundSource]] |SEEALSO=
 
|  |MPBEHAVIOUR=
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}}
}}


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<dl class='command_description'>
<dl class='command_description'>
<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on 7 March 2013
<dt class="note">[[User:Rocket|Rocket]]<dd class="note">
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.
<!-- Note Section END -->
</dl>


<h3 style='display:none'>Bottom Section</h3>
<dd class="notedate">Posted on 7 March 2013</dd>
<dt class="note">[[User:Rocket|Rocket]]</dt>
<dd class="note">
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.
</dd>


[[Category:Scripting Commands Arma 2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
[[Category:Broken Scripting Commands|{{uc:{{PAGENAME}}}}]]
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on July 19, 2015 - 21:26 (UTC)</dd>
<dd class="notedate">Posted on July 19, 2015 - 21:26 (UTC)</dd>
<dt class="note">[[User:Benargee|Benargee]]</dt>
<dt class="note">[[User:Benargee|Benargee]]</dt>
<dd class="note">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. <br>
<dd class="note">In {{arma2}} 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. <br>
Here is a link to the forum to get around this issue: [http://forums.bistudio.com/showthread.php?146122-Making-a-dead-soldier-play-a-sound-in-3d]<br>
Here is a link to the forum to get around this issue: [http://forums.bistudio.com/showthread.php?146122-Making-a-dead-soldier-play-a-sound-in-3d]<br>
I have not tested this in Arma 3 yet.  
I have not tested this in Arma 3 yet.
</dd>
</dd>
</dl>
 
<!-- CONTINUE Notes -->
<dl class="command_description">
<dd class="notedate">Posted on March 11, 2017 - 14:43 (UTC)</dd>
<dd class="notedate">Posted on March 11, 2017 - 14:43 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
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This command creates sound object "#soundonvehicle" which can be detected with [[allMissionObjects]]:
This command creates sound object "#soundonvehicle" which can be detected with [[allMissionObjects]]:
<code>[[onEachFrame]] {[[hintSilent]] [[str]] [[allMissionObjects]] "#soundonvehicle"};
<code>[[onEachFrame]] {[[hintSilent]] [[str]] [[allMissionObjects]] "#soundonvehicle"};
[] [[spawn]] {[[sleep]] 1; [[player]] [[say3D]] "Alarm"};</code>  
[] [[spawn]] {[[sleep]] 1; [[player]] [[say3D]] "Alarm"};</code>
</dd>
</dd>
<!-- Note Section END -->
</dl>
</dl>
<!-- DISCONTINUE Notes -->
 
<h3 style='display:none'>Bottom Section</h3>
 
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Take On Helicopters|{{uc:{{PAGENAME}}}}]]
[[Category:Broken Scripting Commands|{{uc:{{PAGENAME}}}}]]

Revision as of 01:13, 18 June 2020

Hover & click on the images for description

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.
You can stop say3D sound currently playing in 2 ways:
Problems:
For some unknown reason if at the moment of command execution the player is in first person view and is inside a vehicle, the sound created is greatly attenuated.
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: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
maxDistance: Number - (Optional, default 100) max distance in meter at which the sound can be heard.
pitch: Number - (Optional, default 1) pitch of the sound.
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). Available since 1.91.145286
Return Value:
Nothing

Syntax 3

Syntax:
[from, to] say3D sound
Parameters:
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: Object - origin of the sound
to: Object - target
sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
maxDistance: Number - (Optional, default 100) max distance in meter at which the sound can be heard.
pitch: Number - (Optional, default 1) pitch of the sound.
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). Available since 1.91.145286
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; // at least 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.
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"};

Bottom Section