setSoundEffect: Difference between revisions
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| Defines the different sound effects. | | Defines the different sound effects. | ||
* Sound / voice plays a 2D / 3D sound from | * Sound / voice plays a 2D / 3D sound from CfgSounds | ||
* SoundEnv plays an enviromental sound from | * SoundEnv plays an enviromental sound from CfgEnvSounds | ||
* SoundDet (only for triggers) creates a dynamic sound object attached to a trigger defined in | * SoundDet (only for triggers) creates a dynamic sound object attached to a trigger defined in CfgSFX | ||
<br>Use "$NONE$" to stop the sound (1st item). Also use $NONE$ to skip the sound (1st item), when there is none to be used (Example 3). |= Description | <br>Use "$NONE$" to stop the sound (1st item). Also use $NONE$ to skip the sound (1st item), when there is none to be used (Example 3). |= Description |
Revision as of 22:47, 20 June 2016
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
Use "$NONE$" to stop the sound (1st item). Also use $NONE$ to skip the sound (1st item), when there is none to be used (Example 3). - 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 ["$NONE$", "", "", "MySound"];
Additional Information
- See also:
- createTriggersetMusicEffect
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
- Posted on October 2, 2013
- Neokika
-
To avoid having to create a dummy sound definition, you can use $NONE$ instead.
private "_trigger"; _trigger = createTrigger ["EmptyDetector", position player]; _trigger setTriggerStatements ["true", "", ""]; _trigger setSoundEffect ["$NONE$", "", "BattlefieldFirefight1", ""];
- Posted on March 7, 2012
- old_man_auz
-
When using this function, I found that if the parameter sound was empty, then you would always get a 'Sound not found' error. The following code fixes this problem. You need to create a dummy sound. This is what example 3 is hinting towards.
description.ext:
class CfgSounds { sounds[] = {}; class NoSound {name = "NoSound";sound[] = {"", 0, 1};titles[] = {};}; //Dummy sound needed for setSoundEffect command, due to stupid bug in engine. };
(code sample above written by 'CarlGustaffa' on the Bohemia Interactive forums.) script.sqf:_trigger = createTrigger[ "EmptyDetector" , _position ]; _trigger setTriggerStatements [ "true" , "" , "" ]; _trigger setSoundEffect[ "NoSound" , "" , "" , "Wind2_EP1" ];