setSoundEffect: Difference between revisions
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carlgustaffa (talk | contribs) (Added a third example to show how you need a dummy sound when using soundDet for triggers, or you will get an error message that will throw most people off from using it.) |
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[[Category:Command_Group:_Sounds|{{uc:{{PAGENAME}}}}]] | [[Category:Command_Group:_Sounds|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | ||
Revision as of 05:18, 19 July 2011
Description
- Description:
- Defines the different sound effects. Sound / voice plays a 2D / 3D sound from CfgSounds. SoundEnv plays an enviromental sound from CfgEnvSounds. SoundDet (only for triggers) creates a dynamic sound object attached to a trigger defined in CfgSFX.
- Groups:
- Uncategorised
Syntax
- Syntax:
- trigger setSoundEffect [sound, voice, soundEnv, soundDet]
- Parameters:
- trigger: Object
- [sound, voice, soundEnv, soundDet]: Array of strings
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- waypoint setSoundEffect [sound, voice, soundEnv, soundDet]
- Parameters:
- waypoint: Array - format Waypoint
- [sound, voice, soundEnv, soundDet]: Array of strings
- Return Value:
- Nothing
Examples
- Example 1:
_trigger setSoundEffect ["Alarm", "", "", ""]
- Example 2:
[_group1,2] setSoundEffect ["Alarm", "", "", ""]
- Example 3:
_trigger setSoundEffect ["NoSound", "", "", "MySound"]; //NoSound = cfgSound dummy (no sound file), MySound = cfgSFX sound effect.
Additional Information
- See also:
- See also needed
Notes
-
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