Sound: SoundSet – Arma 3
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Dusa_bi_wiki (talk | contribs) (Created page with "== SoundSet == SoundSet is second level of sound configuration. It contains array of SoundShaders to be submixed and parameters for advanced features and options. All SoundS...") |
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< | <syntaxhighlight lang="cpp">class CfgSoundSets | ||
{ | { | ||
class Rifle_Shot_Base_SoundSet | class Rifle_Shot_Base_SoundSet | ||
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sound3DProcessingType = WeaponMediumShot3DProcessingType; | sound3DProcessingType = WeaponMediumShot3DProcessingType; | ||
distanceFilter = weaponShotDistanceFreqAttenuationFilter; | distanceFilter = weaponShotDistanceFreqAttenuationFilter; | ||
spatial = | spatial = 1; | ||
doppler = | doppler = 0; | ||
loop = | loop = 0; | ||
}; | }; | ||
};</ | };</syntaxhighlight> |
Revision as of 11:26, 24 September 2016
SoundSet
SoundSet is second level of sound configuration. It contains array of SoundShaders to be submixed and parameters for advanced features and options.
All SoundSets have to be configured in the base class CfgSoundSets.
|
parameter | unit/values | default | descriptions |
---|---|---|---|
soundShaders |
{SoundShader1, ...} |
none |
|
soundShadersLimit | (0..n) | 0 (no limit) |
|
volumeFactor | float (0..1) | 1 |
|
volumeCurve | {{d0, v0}, {d1, v1}, ... } or Class name | defaultVolumeCurve
defined in CfgSoundGlobals |
|
volumeRandomizer | (0..6dB) [dB] | 0 |
|
volumeRandomizerMin | (0..6dB) [dB] | 0 |
|
frequencyFactor | (0..n) | 1 |
|
frequencyRandomizer | (0..12) [semitones] | 0 |
|
frequencyRandomizerMin | (0..12) [semitones] | 0 |
|
loop | {0, 1} or boolean | 0 |
|
delay | [s] | 0 |
|
delayRandomizer | [s] | 0 |
|
distanceFilter | Class name / "none" | defaultDistanceFilter
defined in CfgSoundGlobals |
|
sound3DProcessingType | Class name / "none" | defaultSound3DProcessingType
defined in CfgSoundGlobals |
|
spatial | {0, 1} or boolean |
| |
doppler | {0, 1} or boolean |
| |
speedOfSound | {0, 1} or boolean |
|
class CfgSoundSets
{
class Rifle_Shot_Base_SoundSet
{
soundShaders[] =
{
MX_Closure_SoundShader,
MX_closeShot_SoundShader,
MX_midShot_SoundShader,
MX_distShot_SoundShader,
MX_tailInterior_SoundShader
};
volumeFactor = 1.6;
volumeCurve = InverseSquare2Curve;
sound3DProcessingType = WeaponMediumShot3DProcessingType;
distanceFilter = weaponShotDistanceFreqAttenuationFilter;
spatial = 1;
doppler = 0;
loop = 0;
};
};