Sound: ExampleWeaponConfig – Arma 3

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{{GameCategory|arma3|Sound}}
{{TOC|side}}
== Example Weapon Config ==


= Example weapon config =
=== CfgPatches ===
CfgPatches is the class that that gives your addon it is identity. More info in the [[CfgPatches]] page.


<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
//cfgPatches is the class that that gives your addon it is identity. More info in the [[CfgPatches]] page.
class CfgPatches
class CfgPatches
{
{
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units[] = {};
units[] = {};
weapons[] = {};
weapons[] = {};
requiredAddons[] = {"A3_Weapons_F","A3_Sounds_F","A3_Sounds_F_Mark","A3_CargoPoses_F"};
requiredAddons[] = { "A3_Weapons_F", "A3_Sounds_F", "A3_Sounds_F_Mark", "A3_CargoPoses_F" };
/*
/*
requiredAddons is important. It kind of answers the question "What addons do I load before loading this one?"
requiredAddons is important. It kind of answers the question "What addons do I load before loading this one?"
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</syntaxhighlight>
</syntaxhighlight>


=== CfgSoundShaders ===
More detailed infos on CfgSoundShaders can be found on the [[Arma 3: Sound: cfgSoundShaders]] page.
<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class cfgSoundShaders //detailed Infos on cfgSoundShaders can be found [[Arma_3_Sound:_cfgSoundShaders|on the relevant WIKI page]]
class CfgSoundShaders
{
{
//###################################### SHOTS ######################################
//###################################### SHOTS ######################################
class TAG_Your_Rifle_Closure_SoundShader
class TAG_Your_Rifle_Closure_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki> //you can use wav/wss/ogg, ogg will have a small delay before playback (not too good for weapons/explosions)
samples[] = {{ "path\to\sound.wav", 1 }}; // you can use wav/wss/ogg, ogg will have a small delay before playback (not too good for weapons/explosions)
volume = 0.4466836; //more info on this and other soundShader parameters are in the relevant wiki pages on soundShaders
volume = 0.4466836;
range = 5;
range = 5;
};
};
class TAG_Your_Rifle_closeShot_SoundShader
class TAG_Your_Rifle_closeShot_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = 1.0;
volume = 1.0;
range = 50;
range = 50;
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class TAG_Your_Rifle_midShot_SoundShader
class TAG_Your_Rifle_midShot_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = 0.7943282;
volume = 0.7943282;
range = 1800;
range = 1800;
rangeCurve[] = {{0,0.2},{50,1},{300,0},{1800,0}};
rangeCurve[] = { {0,0.2}, {50,1}, {300,0}, {1800,0} };
};
};
class TAG_Your_Rifle_distShot_SoundShader
class TAG_Your_Rifle_distShot_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = 1.0;
volume = 1.0;
range = 1800;
range = 1800;
rangeCurve[] = {{0,0},{50,0},{300,1},{1800,1}};
rangeCurve[] = { {0,0}, {50,0}, {300,1}, {1800,1} };
};
};
//###################################### TAILS ######################################
// ###################################### TAILS ######################################
class TAG_Your_Rifle_tailInterior_SoundShader
class TAG_Your_Rifle_tailInterior_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "interior";
volume = "interior";
range = 500;
range = 500;
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class TAG_Your_Rifle_tailTrees_SoundShader
class TAG_Your_Rifle_tailTrees_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*trees/3";
volume = "(1-interior/1.4)*trees/3";
range = 1800;
range = 1800;
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class TAG_Your_Rifle_tailForest_SoundShader
class TAG_Your_Rifle_tailForest_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*forest/3";
volume = "(1-interior/1.4)*forest/3";
range = 1800;
range = 1800;
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class TAG_Your_Rifle_tailMeadows_SoundShader
class TAG_Your_Rifle_tailMeadows_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
range = 1800;
range = 1800;
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class TAG_Your_Rifle_tailHouses_SoundShader
class TAG_Your_Rifle_tailHouses_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*houses/3";
volume = "(1-interior/1.4)*houses/3";
range = 1200;
range = 1200;
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class TAG_Your_Rifle_silencerShot_SoundShader
class TAG_Your_Rifle_silencerShot_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = 1.0;
volume = 1.0;
range = 150;
range = 150;
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class TAG_Your_Rifle_silencerTailForest_SoundShader
class TAG_Your_Rifle_silencerTailForest_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*forest/3";
volume = "(1-interior/1.4)*forest/3";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{150,0.3}};
rangeCurve[] = { {0,1}, {150,0.3} };
limitation = 1;
limitation = 1;
};
};
class TAG_Your_Rifle_silencerTailHouses_SoundShader
class TAG_Your_Rifle_silencerTailHouses_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*houses/3";
volume = "(1-interior/1.4)*houses/3";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{150,0}};
rangeCurve[] = { {0,1}, {150,0} };
limitation = 1;
limitation = 1;
};
};
class TAG_Your_Rifle_silencerTailInterior_SoundShader
class TAG_Your_Rifle_silencerTailInterior_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "interior";
volume = "interior";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{50,0.3},{150,0}};
rangeCurve[] = { {0,1}, {50,0.3}, {150,0} };
limitation = 1;
limitation = 1;
};
};
class TAG_Your_Rifle_silencerTailMeadows_SoundShader
class TAG_Your_Rifle_silencerTailMeadows_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{150,0.3}};
rangeCurve[] = { {0,1}, {150,0.3} };
limitation = 1;
limitation = 1;
};
};
class TAG_Your_Rifle_silencerTailTrees_SoundShader
class TAG_Your_Rifle_silencerTailTrees_SoundShader
{
{
<nowiki>samples[] = {{"path\to\sound.wav",1}};</nowiki>
samples[] = {{ "path\to\sound.wav", 1 }};
volume = "(1-interior/1.4)*trees/3";
volume = "(1-interior/1.4)*trees/3";
range = 150;
range = 150;
rangeCurve[] = {{0,1},{150,0.3}};
rangeCurve[] = { {0,1}, {150,0.3} };
limitation = 1;
limitation = 1;
};
};
};
};
</syntaxhighlight>
</syntaxhighlight>
=== CfgSoundSets ===
more info about soundSetscan be found on the [[Arma 3: Sound: cfgSoundSets]] page.


<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
class cfgSoundSets //on more info about soundSets look at the [[Arma_3_Sound:_cfgSoundSets|relevant wiki page]]
class CfgSoundSets
{
{
class TAG_Your_Rifle_Shot_SoundSet
class TAG_Your_Rifle_Shot_SoundSet
{
{
soundShaders[] = {"TAG_Your_Rifle_Closure_SoundShader","TAG_Your_Rifle_closeShot_SoundShader","TAG_Your_Rifle_midShot_SoundShader","TAG_Your_Rifle_distShot_SoundShader","TAG_Your_Rifle_tailInterior_SoundShader"};
soundShaders[] = { "TAG_Your_Rifle_Closure_SoundShader", "TAG_Your_Rifle_closeShot_SoundShader", "TAG_Your_Rifle_midShot_SoundShader", "TAG_Your_Rifle_distShot_SoundShader", "TAG_Your_Rifle_tailInterior_SoundShader" };
volumeFactor = 1.6;
volumeFactor = 1.6;
volumeCurve = "InverseSquare2Curve";
volumeCurve = "InverseSquare2Curve";
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class TAG_Your_Rifle_Tail_SoundSet
class TAG_Your_Rifle_Tail_SoundSet
{
{
soundShaders[] = {"TAG_Your_Rifle_tailTrees_SoundShader","TAG_Your_Rifle_tailForest_SoundShader","TAG_Your_Rifle_tailMeadows_SoundShader","TAG_Your_Rifle_tailHouses_SoundShader"};
soundShaders[] = { "TAG_Your_Rifle_tailTrees_SoundShader", "TAG_Your_Rifle_tailForest_SoundShader", "TAG_Your_Rifle_tailMeadows_SoundShader", "TAG_Your_Rifle_tailHouses_SoundShader" };
volumeFactor = 1;
volumeFactor = 1;
volumeCurve = "InverseSquare2Curve";
volumeCurve = "InverseSquare2Curve";
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};
};
</syntaxhighlight>
</syntaxhighlight>
=== CfgWeapons ===


<syntaxhighlight lang="cpp">
<syntaxhighlight lang="cpp">
//###################################### GENERAL MODES FOR INHERITANCE ######################################
// ###################################### GENERAL MODES FOR INHERITANCE ######################################
//sooner or later in weapon modding you are going to need to inherit from these classes so why not just put them here for future reference?
// sooner or later in weapon modding you are going to need to inherit from these classes so why not just put them here for future reference?


class Mode_SemiAuto;
class Mode_SemiAuto;
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class BaseSoundModeType;
class BaseSoundModeType;


class cfgWeapons
class CfgWeapons
{
{
Rifle_Base_F;
Rifle_Base_F;
class arifle_MX_Base_F: Rifle_Base_F
class arifle_MX_Base_F : Rifle_Base_F
{
{
class Single: Mode_SemiAuto
class Single : Mode_SemiAuto
{
{
sounds[] = {"StandardSound","SilencedSound"};
sounds[] = { "StandardSound", "SilencedSound" };
class StandardSound: BaseSoundModeType
class StandardSound : BaseSoundModeType
{
{
soundSetShot[] = {"TAG_Your_Rifle_Shot_SoundSet","TAG_Your_Rifle_Tail_SoundSet"};
soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
};
};
class SilencedSound: BaseSoundModeType
class SilencedSound : BaseSoundModeType
{
{
//this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
// this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
//I just put the soundSets here as an example
// the soundSets was put here as an example
soundSetShot[] = {"TAG_Your_Rifle_Shot_SoundSet","TAG_Your_Rifle_Tail_SoundSet"};
soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
};
};
};
};
class FullAuto: Mode_FullAuto
class FullAuto : Mode_FullAuto
{
{
sounds[] = {"StandardSound","SilencedSound"};
sounds[] = { "StandardSound", "SilencedSound" };
class StandardSound: BaseSoundModeType
class StandardSound : BaseSoundModeType
{
{
soundSetShot[] = {"TAG_Your_Rifle_Shot_SoundSet","TAG_Your_Rifle_Tail_SoundSet"};
soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
};
};
class SilencedSound: BaseSoundModeType
class SilencedSound : BaseSoundModeType
{
{
//this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
// this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
//I just put the soundSets here as an example
// the soundSets was put here as an example
soundSetShot[] = {"TAG_Your_Rifle_Shot_SoundSet","TAG_Your_Rifle_Tail_SoundSet"};
soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
};
};
};
};
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};
};
</syntaxhighlight>
</syntaxhighlight>
{{GameCategory|arma3|Sound}}

Revision as of 15:38, 9 November 2022

Example Weapon Config

CfgPatches

CfgPatches is the class that that gives your addon it is identity. More info in the CfgPatches page.

class CfgPatches
{
	class TAG_ThisIsMyAddon
	{
		units[] = {};
		weapons[] = {};
		requiredAddons[] = { "A3_Weapons_F", "A3_Sounds_F", "A3_Sounds_F_Mark", "A3_CargoPoses_F" };
		/*
			requiredAddons is important. It kind of answers the question "What addons do I load before loading this one?"
			If your addon will overwrite certain data from the original arma3 config (that is mostly the case
			with sound/asset REPLACEMENTS) you need to put the cfgPatches class here that contains the information that you are about to
			overwrite. For example most arma3 sounds are defined in a config that's cfgPatches class is "A3_Sounds_F". So if you want to
			overwrite data from there you need to put it into the requiredAddons array. If you want to change vehicle sounds, look in which
			cfgPatches they are configured and add that to requiredAddons.
		*/
		requiredVersion = 0.1;
		version = "0.01"; //optional: internal version number
		author = "Megagoth1702"; //optional: your alias
		authorUrl = "URL"; //optional: URL to your website/online presence
	};
};

CfgSoundShaders

More detailed infos on CfgSoundShaders can be found on the Arma 3: Sound: cfgSoundShaders page.

class CfgSoundShaders
{
	//###################################### SHOTS ######################################
	class TAG_Your_Rifle_Closure_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }}; // you can use wav/wss/ogg, ogg will have a small delay before playback (not too good for weapons/explosions)
		volume = 0.4466836;
		range = 5;
	};
	class TAG_Your_Rifle_closeShot_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = 1.0;
		range = 50;
		rangeCurve = "closeShotCurve";
	};
	class TAG_Your_Rifle_midShot_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = 0.7943282;
		range = 1800;
		rangeCurve[] = { {0,0.2}, {50,1}, {300,0}, {1800,0} };
	};
	class TAG_Your_Rifle_distShot_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = 1.0;
		range = 1800;
		rangeCurve[] = { {0,0}, {50,0}, {300,1}, {1800,1} };
	};
	// ###################################### TAILS ######################################
	class TAG_Your_Rifle_tailInterior_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "interior";
		range = 500;
		limitation = 0;
	};
	class TAG_Your_Rifle_tailTrees_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*trees/3";
		range = 1800;
		limitation = 1;
	};
	class TAG_Your_Rifle_tailForest_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*forest/3";
		range = 1800;
		limitation = 1;
	};
	class TAG_Your_Rifle_tailMeadows_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
		range = 1800;
		limitation = 1;
	};
	class TAG_Your_Rifle_tailHouses_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*houses/3";
		range = 1200;
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerShot_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = 1.0;
		range = 150;
		rangeCurve = "closeShotCurve";
	};
	class TAG_Your_Rifle_silencerTailForest_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*forest/3";
		range = 150;
		rangeCurve[] = { {0,1}, {150,0.3} };
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerTailHouses_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*houses/3";
		range = 150;
		rangeCurve[] = { {0,1}, {150,0} };
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerTailInterior_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "interior";
		range = 150;
		rangeCurve[] = { {0,1}, {50,0.3}, {150,0} };
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerTailMeadows_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3";
		range = 150;
		rangeCurve[] = { {0,1}, {150,0.3} };
		limitation = 1;
	};
	class TAG_Your_Rifle_silencerTailTrees_SoundShader
	{
		samples[] = {{ "path\to\sound.wav", 1 }};
		volume = "(1-interior/1.4)*trees/3";
		range = 150;
		rangeCurve[] = { {0,1}, {150,0.3} };
		limitation = 1;
	};
};

CfgSoundSets

more info about soundSetscan be found on the Arma 3: Sound: cfgSoundSets page.

class CfgSoundSets
{
	class TAG_Your_Rifle_Shot_SoundSet
	{
		soundShaders[] = { "TAG_Your_Rifle_Closure_SoundShader", "TAG_Your_Rifle_closeShot_SoundShader", "TAG_Your_Rifle_midShot_SoundShader", "TAG_Your_Rifle_distShot_SoundShader", "TAG_Your_Rifle_tailInterior_SoundShader" };
		volumeFactor = 1.6;
		volumeCurve = "InverseSquare2Curve";
		sound3DProcessingType = "WeaponMediumShot3DProcessingType";
		distanceFilter = "weaponShotDistanceFreqAttenuationFilter";
		spatial = 1;
		doppler = 0;
		loop = 0;
	};
	class TAG_Your_Rifle_Tail_SoundSet
	{
		soundShaders[] = { "TAG_Your_Rifle_tailTrees_SoundShader", "TAG_Your_Rifle_tailForest_SoundShader", "TAG_Your_Rifle_tailMeadows_SoundShader", "TAG_Your_Rifle_tailHouses_SoundShader" };
		volumeFactor = 1;
		volumeCurve = "InverseSquare2Curve";
		frequencyRandomizer = 1;
		sound3DProcessingType = "WeaponMediumShotTail3DProcessingType";
		distanceFilter = "weaponShotTailDistanceFreqAttenuationFilter";
		spatial = 1;
		doppler = 0;
		loop = 0;
		soundShadersLimit = 2;
	};
};

CfgWeapons

// ###################################### GENERAL MODES FOR INHERITANCE ######################################
// sooner or later in weapon modding you are going to need to inherit from these classes so why not just put them here for future reference?

class Mode_SemiAuto;
class Mode_Burst;
class Mode_FullAuto;

class BaseSoundModeType;

class CfgWeapons
{
	Rifle_Base_F;
	class arifle_MX_Base_F : Rifle_Base_F
	{
		class Single : Mode_SemiAuto
		{
			sounds[] = { "StandardSound", "SilencedSound" };
			class StandardSound : BaseSoundModeType
			{
				soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
			};
			class SilencedSound : BaseSoundModeType
			{
				// this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
				// the soundSets was put here as an example
				soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
			};
		};
		class FullAuto : Mode_FullAuto
		{
			sounds[] = { "StandardSound", "SilencedSound" };
			class StandardSound : BaseSoundModeType
			{
				soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
			};
			class SilencedSound : BaseSoundModeType
			{
				// this is wrong, obviously you would create your own silenced versions of soundShaders & sets and assign the SETS here
				// the soundSets was put here as an example
				soundSetShot[] = { "TAG_Your_Rifle_Shot_SoundSet", "TAG_Your_Rifle_Tail_SoundSet" };
			};
		};
	};
};