Sound: SoundShader – Arma 3
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Lou Montana (talk | contribs) m (Text replacement - "<syntaxhighlight lang="cpp">class" to "<syntaxhighlight lang="cpp"> class") |
Lou Montana (talk | contribs) m (Text replacement - "};</syntaxhighlight>" to "}; </syntaxhighlight>") |
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range = 50; | range = 50; | ||
rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves | rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves | ||
};</syntaxhighlight> | }; | ||
</syntaxhighlight> |
Revision as of 09:52, 25 May 2021
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.
For single SoundShader (SoundSet respectively), use sound files with the same sampling rate. |
parameter | unit/values | default | descriptions |
---|---|---|---|
sound | {["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
};