playSound3D: Difference between revisions
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Revision as of 22:47, 8 November 2014
Description
- Description:
- Plays positional sound with given filename on every computer on network. At least 2 parameters must be specified.
- Groups:
- Uncategorised
Syntax
- Syntax:
- playSound3D [filename, sound source, isInside, sound position, volume, sound pitch, distance]
- Parameters:
- [filename, sound source, isInside, sound position, volume, sound pitch, distance]: Array
- filename: String
- sound source: Object - the object emitting the sound. If "sound position" is specified this param is ignored
- isInside: Boolean (optional) Default: false
- sound position: PositionASL (optional) - position for sound emitter, will override "sound source" position. Default: [0,0,0]
- volume: Number (optional) Default: 1
- sound pitch: Number (optional) - 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc. Default: 1
- distance: Number (optional) - How far is sound audible (0 = no max distance) Default: 0.
- Return Value:
- Nothing
Examples
- Example 1:
playSound3D ["A3\Sounds_F\sfx\blip1.wav", player]
- Example 2:
playSound3D ["A3\Sounds_F\sfx\blip1.wav", player, false, getPosASL player, 1, 1, 0]
- Example 3:
- Sound file extension must be specified even if a config entry has none:
playSound3D ["A3\Sounds_F\sfx\alarm_independent", player]; //no sound playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player]; //alarm
Additional Information
- See also:
- say3DplaySoundsay2DsaysetRandomLip
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
Notes
- --JacmacBrian 08:21, 16 October 2013 (CEST)
- Jacmac
- You need to get the correct path for custom mission sounds. Use missionConfigFile with BIS_fnc_trimString (to trim off "description.ext"), then add your mission's sound directory and sound file:
_soundPath = [(str missionConfigFile), 0, -15] call BIS_fnc_trimString; _soundToPlay = _soundPath + "sounds\some_sound_file.ogg"; playSound3D [_soundToPlay, _sourceObject, false, getPos _sourceObject, 10, 1, 50]; //Volume db+10, volume drops off to 0 at 50 meters from _sourceObject
- Posted on September 23, 2013
- Killzone_Kid
- This command works well with addon sounds, however getting it to play mission sound files is a bit tricky. Follow this guide
Bottom Section
- Posted on September 26, 2014 - 09:18 (UTC)
- Killzone Kid
- Currently, playSound3D is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins.