Sound – Arma 3
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*An [[Arma_3_Sound:_ExampleWeaponConfig|example configuration]] for a weapon | *An [[Arma_3_Sound:_ExampleWeaponConfig|example configuration]] for a weapon | ||
*An [[Arma_3_Sound:_SoundControllers|overview on SoundControllers]] which can be used to build [[Simple_Expression|simple expressions]] for volume/frequency calculation. |
Revision as of 17:18, 21 June 2016
Arma 3's sound system became much more complex with the release of the Eden Update. This wiki page will serve as a hub - linking you to the different elements of the system.
Basic Structure
- SoundSets are assigned to entities such as weapons in the game. When a game event happens (for example a gun shot or an explosion) the SoundSet gets triggered and you hear a sound.
- SoundSets can consist of multiple SoundShaders.
- Positional sound using stereo files as sources are not a simple task for game engines, which is why Arma 3 uses it's own 3D Sound Processors.
- The relationship between game variables and sound values (like the relationship between distance to an object and the volume of the sound the object is emitting) can be pre-defined in cfgSoundCurves for easier use in other configuration files.
- An example configuration for a weapon
- An overview on SoundControllers which can be used to build simple expressions for volume/frequency calculation.