playSoundUI: Difference between revisions
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Killzone Kid (talk | contribs) No edit summary |
Killzone Kid (talk | contribs) No edit summary |
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* 0.5 → Darth Vader | * 0.5 → Darth Vader | ||
* 2.0 → Chipmunks | * 2.0 → Chipmunks | ||
|p4= isEffect: [[Boolean]] - (Optional, default false) | |p4= isEffect: [[Boolean]] - (Optional, default [[false]]) If [[true]], divert sound through effects channel (see [[fadeSound]], [[soundVolume]]) | ||
|r1= [[Nothing]] | |r1= [[Nothing]] |
Revision as of 12:16, 7 July 2022
Description
- Description:
- Plays given CfgSounds sound or a sound file given by file path through a dedicated UI sound channel unaffected by the global mixer volumes. If the file path is given, the leading slash will be ignored.
- Groups:
- Sounds
Syntax
- Syntax:
- playSoundUI [sound, volume, soundPitch, isEffect]
- Parameters:
- sound: String - CfgSounds class or file as used in playSound3D (See Arma 3: Sound Files for available file names)
- volume: Number - (Optional, default 1) Sound volume. A value greater than 5 gets capped
- soundPitch: Number - (Optional, default 1)
- 1.0 → normal
- 0.5 → Darth Vader
- 2.0 → Chipmunks
- isEffect: Boolean - (Optional, default false) If true, divert sound through effects channel (see fadeSound, soundVolume)
- Return Value:
- Nothing
Examples
- Example 1:
- playSoundUI ["Alarm", 0.5, 0.5];
- Example 2:
- playSoundUI ["A3\Sounds_F\sfx\blip1.wss"];
- Example 3:
- Sound file extension must be specified even if a config entry has none:
playSoundUI ["A3\Sounds_F\sfx\alarm_independent", 5, 1]; // no sound playSoundUI ["A3\Sounds_F\sfx\alarm_independent.wss", 5, 1]; // alarm
Additional Information
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