say3D: Difference between revisions
Jump to navigation
Jump to search
Killzone Kid (talk | contribs) No edit summary |
Lou Montana (talk | contribs) m (Some wiki formatting) |
||
Line 22: | Line 22: | ||
This allows broadcasting of positional music or sound from a source, without having to script a fade sound or music command. | 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. | 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 | Sound is defined in {{Link|Description.ext#CfgSounds|"CfgSounds"}} of the [[Description.ext]] or main config. | ||
{{Feature|informative| | {{Feature|informative| | ||
Line 29: | Line 29: | ||
** delete the returned '''sound source''' with [[deleteVehicle]], or | ** delete the returned '''sound source''' with [[deleteVehicle]], or | ||
** kill the '''sound source''' with e.g [[setDamage]]. | ** kill the '''sound source''' with e.g [[setDamage]]. | ||
* prior to {{GVI|arma3|2.00}}, the '''sound source''' object was not returned by the command, so the '''from''' object had to be deleted instead (see Examples [[#Example 2|2]] and [[#Example 3|3]]). | |||
* forcing the speed of sound simulation: | |||
** may delay the queued sound to play right after the previous sound, even if the second sound does not simulate sound delay (e.g sound 1 plays with a 5s delay, ends, ''then'' sound 2 plays) | |||
** if the queued sound uses speed of sound simulation, it will be delayed from the end of the first sound (they will not follow "as expected") | |||
** makes the ''offset'' parameter ignored. | |||
}} | }} | ||
|pr= If the player is in first person view inside a vehicle at the moment of command execution, the sound created is greatly attenuated. | |pr= If the player is in first person view inside a vehicle at the moment of command execution, the sound created is greatly attenuated. | ||
Line 38: | Line 40: | ||
|s1= from [[say3D]] sound | |s1= from [[say3D]] sound | ||
|p1= from: [[Object]] - origin of the sound | |p1= from: [[Object]] or [[Array]] of [[Object]]s | ||
* [[Object]] - origin of the sound | |||
* [[Array]] - format is [from, to] where: | |||
** from: [[Object]] - origin of the sound | |||
** to: [[Object]] - target | |||
|p2= sound: [[String]] - classname of the sound to be played. Defined in [[CfgSounds]] including [[Description.ext]] | |p2= sound: [[String]] or [[Array]] | ||
* [[String]] - classname of the sound to be played. Defined in [[CfgSounds]] including [[Description.ext]] | |||
* [[Array]] format [sound, maxDistance, pitch, isSpeech, offset, simulateSpeedOfSound] where: | |||
** sound: [[String]] - classname of the sound to be played. Defined in [[Description.ext#CfgSounds|CfgSounds]] including [[Description.ext]] | |||
** maxDistance: [[Number]] - (Optional, default 100) maximum distance in meters at which the sound can be heard | |||
** pitch: [[Number]] - (Optional, default 1) pitch of the sound | |||
** {{GVI|arma3|1.92|size= 0.75}} isSpeech: [[Boolean]] or {{GVI|arma3|2.04|size= 0.75}} [[Number]] - (Optional, default [[false]]) | |||
*** 0/[[false]] = play as sound ([[fadeSound]] applies) | |||
*** 1/[[true]] = play as speech ([[fadeSpeech]] applies), filters are not applied to it (i.e. house or vehicle interior one) | |||
*** 2 = play as sound ([[fadeSound]] applies) without interior/vehicle muffling | |||
** {{GVI|arma3|2.00|size= 0.75}} offset: [[Number]] - (Optional, default 0) offset in seconds; ignored when ''simulateSpeedOfSound'' is used | |||
** {{GVI|arma3|2.16|size= 0.75}} simulateSpeedOfSound: [[Boolean]] - (Optional, default [[false]]) [[true]] to simulate speed of sound (see description note) | |||
|r1= [[Object]] - the sound source (was [[Nothing]] before {{GVI|arma3|2.00|size= 0.75}}) | |r1= [[Object]] - the sound source (was [[Nothing]] before {{GVI|arma3|2.00|size= 0.75}}) | ||
| | |x1= All possible combinations: | ||
<sqf> | |||
helicopter1 say3D "FortunateSon"; | |||
helicopter1 say3D ["FortunateSon", 500, 1, 0, 0, true]; | |||
[helicopter1, player] say3D "FortunateSon"; | |||
[helicopter1, player] say3D ["FortunateSon", 500, 1, 0, 0, true]; | |||
</sqf> | |||
|x2= Workaround for dead bodies: | |x2= Workaround for dead bodies: | ||
Line 116: | Line 80: | ||
|x3= <sqf> | |x3= <sqf> | ||
// Since | // Since {{arma3}} v2.00, the sound source is returned and can be deleted directly | ||
_soundSrc = helicopter1 say3D "Fortunateson"; | _soundSrc = helicopter1 say3D "Fortunateson"; | ||
sleep 5; | sleep 5; | ||
Line 145: | Line 109: | ||
<sqf> | <sqf> | ||
onEachFrame { hintSilent str allMissionObjects "#soundonvehicle" }; | onEachFrame { hintSilent str allMissionObjects "#soundonvehicle" }; | ||
0 spawn { sleep 1; player say3D "Alarm" }; | |||
</sqf> | </sqf> | ||
}} | }} |
Revision as of 17:56, 18 November 2023
Description
- Description:
- Lets an object 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.
- Problems:
- If the player is in first person view inside a vehicle at the moment of command execution, the sound created is greatly attenuated.
- Groups:
- Sounds
Syntax
- Syntax:
- from say3D sound
- Parameters:
- from: Object or Array of Objects
- sound: String or Array
- String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- Array format [sound, maxDistance, pitch, isSpeech, offset, simulateSpeedOfSound] where:
- sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- maxDistance: Number - (Optional, default 100) maximum distance in meters at which the sound can be heard
- pitch: Number - (Optional, default 1) pitch of the sound
- 1.92 isSpeech: Boolean or 2.04 Number - (Optional, default false)
- 0/false = play as sound (fadeSound applies)
- 1/true = play as speech (fadeSpeech applies), filters are not applied to it (i.e. house or vehicle interior one)
- 2 = play as sound (fadeSound applies) without interior/vehicle muffling
- 2.00 offset: Number - (Optional, default 0) offset in seconds; ignored when simulateSpeedOfSound is used
- 2.16 simulateSpeedOfSound: Boolean - (Optional, default false) true to simulate speed of sound (see description note)
- Return Value:
- Object - the sound source (was Nothing before 2.00)
Examples
- Example 1:
- All possible combinations:
- 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; };
- Example 3:
- // Since Arma 3 v2.00, the sound source is returned and can be deleted directly _soundSrc = helicopter1 say3D "Fortunateson"; sleep 5; deleteVehicle _soundSrc; // stop the sound after ~5 seconds
Additional Information
- See also:
- say say2D playSound createSoundSource playSoundUI
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
- Posted on Mar 07, 2013 - 13:17 (UTC)
- 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 Jun 19, 2015 - 21:26 (UTC)
-
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.
I have not tested this in Arma 3 yet.
- Posted on Mar 11, 2017 - 14:43 (UTC)
-
This command creates sound object "#soundonvehicle" which can be detected with allMissionObjects:
onEachFrame { hintSilent str allMissionObjects "#soundonvehicle" }; 0 spawn { sleep 1; player say3D "Alarm" };