Sound: SoundControllers – Arma 3

From Bohemia Interactive Community
Jump to navigation Jump to search
No edit summary
(Added table instead of listing)
Line 11: Line 11:
Also look at this [https://forums.bistudio.com/topic/187202-arma-3-sound-modding-101/?p=3049207 forum post] for a video showcase and a great and simple to use example mission.
Also look at this [https://forums.bistudio.com/topic/187202-arma-3-sound-modding-101/?p=3049207 forum post] for a video showcase and a great and simple to use example mission.


Note: collection of controllers below reflects A3 1.60 state.
{| border="1" class="sortable"
 
!Sound Controller
== cfgAmmo ==
!Description / Notes
 
!type/range of value
* forest
!Usable in EnvSounds
* houses
!CfgWeapons
* interior
!CfgAmmo
* meadow
!CfgVehicles (Land)
* sea
!CfgVehicles (Helicopter)
* trees
!CfgVehicles (Plane)
 
|-
[[Simple_Expression|Simple_Expressions]]:
|houses
X max X
|local density of object type “building”, derived from map
 
|<0;1>
== cfgWeapons ==
|Yes
 
|Yes
* forest
|Yes
* houses
|
* interior
|
* meadows
|
* sea
|-
* trees
|meadow
 
|derived from map
[[Simple_Expression|Simple_Expressions]]:
|<0;1>
X max X
|Yes
 
|
== CfgSoundShaders ==
|
 
|
* forest
|
* houses
|
* interior
|-
* meadow
|meadows
* meadows
|derived from map
* sea
|<0;1>
* trees
|
 
|Yes
[[Simple_Expression|Simple_Expressions]]:
|Yes
X max X
|
 
|
== CfgEnvSounds ==
|
 
|-
* coast
|forest
* forest
|local density of trees, derived from map
* hills
|<0;1>
* houses
|Yes
* night
|Yes
* rain
|Yes
* sea
|
* trees
|
* windy
|
 
|-
[[Simple_Expression|Simple_Expressions]]:
|trees
X factor[DDD,DDD]
|local density of trees (different settings), derived from map
 
|<0;1>
== CfgWorlds ==
|Yes
 
|Yes
* forest
|Yes
* hills
|
* houses
|
* meadow
|
* night
|-
* rain
|interior
* sea
|Surface texture name below character character starts with int_, character is inside building (time based transition, 0.8s)
* trees
|<0;1>
* WaterDepth
|
* windy
|Yes
 
|Yes
[[Simple_Expression|Simple_Expressions]]:
|
X factor[DDD,DDD]
|
X interpolate[DDD,DDD,DDD,DDD]
|
 
|-
== CfgVehicles ==
|sea
 
|derived from map
* asphalt
|<0;1>
* forest
|Yes
* grass
|Yes
* gravel
|Yes
* hills
|
* houses
|
* meadow
|
* mud
|-
* rain
|coast
* rock
|precise sea shore detection, calculation includes high above sea level (~50m)
* sand
|<0;1>
* sea
|Yes
* trees
|No
* water
|Yes
* waterDepth
|
 
|
* camPos
|
* playerPos
|-
 
|deadBody
* angVelocity
|presense of dead body (~10m)
* damper0
|<0;1>
* engineOn
|Yes
* gmeterZ
|No
* lateralMovement
|
* latSlipDrive
|
* LongSlipDrive
|
* motorDamage
|
* rotorDamage
|-
* rotorSpeed
|windy
* rotorThrust
|wind intensity
* rpm
|<0;1>
* scrubBuilding
|Yes
* scrubLand
|No
* scrubTree
|
* slingLoadActive
|
* speed
|
* thrust
|
* transmissionDamage
|-
 
|wind
[[Simple_Expression|Simple_Expressions]]:
|wind intensity
<syntaxhighlight lang="cpp">
|<0;1>
X factor[DDD,DDD]
|
X interpolate[DDD,DDD,DDD,DDD]
|No
X max X
|
X min X
|Yes
</syntaxhighlight>
|Yes
|Yes
|-
|rain
|rain intensity
|<0;1>
|Yes
|No
|
|Yes
|Yes
|Yes
|-
|night
|night time with transitions at ~17:30-18:00 and 07:00 – 07:15
|<0;1>
|Yes
|No
|
|
|
|
|-
|waterDepth
|sea depth
|m
|Yes
|No
|
|Yes
|
|
|-
|altitudeGround
|gound altitude
|m
|Yes
|No
|
|
|
|
|-
|altitudeSea
|sea level altitude
|m
|Yes
|
|
|
|
|
|-
|daytime
|relative daytime (0 = midnight, 0.5 = noon)
|<0;1>
|Yes
|
|
|
|
|
|-
|shooting
|firefight detection, 1 = no firefight, value is divided by 2 with every shot
|<0;1>
|Yes
|
|
|
|
|
|-
|raindrops
|presence/density of objects above SoundSource location
|<0;1>
|Yes
|
|
|
|
|
|-
|rpm
|actual rpm of the vehicle engine
|rpm
|
|
|
|Yes
|Yes
|Yes
|-
|randomizer
|generates random number between 0 and 1 (once per live of instance)
|<0;1>
|
|
|
|Yes
|Yes
|Yes
|-
|speed
|actual speed of the vehicle
|m/s
|
|
|
|Yes
|Yes
|Yes
|-
|thrust
|thrust of the vehicle engine (acceleration)
|<0;1>
|
|
|
|Yes
|Yes
|Yes
|-
|camPos
|position of camera (0 = internal, 1 = external)
|<0;1>
|
|
|
|Yes
|Yes
|Yes
|-
|playerPos
|position of player within the vehicle (0 = front, 1 = Passenger)
|<0;1>
|
|
|
|Yes
|Yes
|Yes
|-
|engineOn
|state of vehicle engine
|0/1
|
|
|
|Yes
|Yes
|Yes
|-
|angVelocity
|speed of rotation (in all axes)
|
|
|
|
|Yes
|Yes
|Yes
|-
|gmeterZ
|accelleration meter
|
|
|
|
|Yes
|Yes
|Yes
|-
|roughness
|roughness of surface (0 = "glass")
|
|
|
|
|Yes
|
|
|-
|dustness
|roughness of surface (0 = no dust)
|
|
|
|
|Yes
|
|
|-
|damper0
|dampers
|
|
|
|
|Yes
|
|
|-
|rock
|surface type
|
|
|
|
|Yes
|
|
|-
|sand
|surface type
|
|
|
|
|Yes
|
|
|-
|grass
|surface type
|
|
|
|
|Yes
|
|
|-
|mud
|surface type
|
|
|
|
|Yes
|
|
|-
|gravel
|surface type
|
|
|
|
|Yes
|
|
|-
|asphalt
|surface type
|
|
|
|
|Yes
|
|
|-
|latSlip
|
|
|
|
|
|Yes
|
|
|-
|latSlipDrive
|
|
|
|
|
|Yes
|
|
|-
|longSlip
|
|
|
|
|
|Yes
|
|
|-
|longSlipDrive
|
|
|
|
|
|Yes
|
|
|-
|lateralMovement
|
|
|
|
|
|Yes
|Yes
|Yes
|-
|gear
|
|
|
|
|
|
|
|Yes
|-
|flaps
|
|
|
|
|
|
|
|Yes (buggy)
|-
|rotorThrust
|
|
|
|
|
|
|Yes
|
|-
|rotorSpeed
|
|
|
|
|
|
|Yes
|
|-
|rotorDamage
|
|
|
|
|
|
|Yes
|
|-
|motorDamage
|
|
|
|
|
|
|Yes
|
|-
|transmissionDamage
|
|
|
|
|
|
|Yes
|
|-
|slingLoadActive
|
|
|
|
|
|
|Yes
|
|-
|scrubLand
|object is scrubbing terrain
|
|
|
|
|
|Yes
|
|-
|scribObject
|object is scrubbing another object (vehicle ↔ vehicle)
|
|
|
|
|
|Yes
|
|-
|scrubTree
|object is scrubbing object type: tree
|
|
|
|
|
|Yes
|
|-
|scrubBuilding
|object is scrubbing object type: building
|
|
|
|
|
|Yes
|
|-
|scrubArmor
|object is scrubbing armored vehicle (tank)
|
|
|
|
|
|Yes
|
|}

Revision as of 15:09, 13 December 2016


Sound Controllers

Sound controllers deliver data from the engine in real time which makes them perfect to control volumes and frequencies of sounds. If you want to monitor sound controllers, you can use these functions:

Also look at this forum post for a video showcase and a great and simple to use example mission.

Sound Controller Description / Notes type/range of value Usable in EnvSounds CfgWeapons CfgAmmo CfgVehicles (Land) CfgVehicles (Helicopter) CfgVehicles (Plane)
houses local density of object type “building”, derived from map <0;1> Yes Yes Yes
meadow derived from map <0;1> Yes
meadows derived from map <0;1> Yes Yes
forest local density of trees, derived from map <0;1> Yes Yes Yes
trees local density of trees (different settings), derived from map <0;1> Yes Yes Yes
interior Surface texture name below character character starts with int_, character is inside building (time based transition, 0.8s) <0;1> Yes Yes
sea derived from map <0;1> Yes Yes Yes
coast precise sea shore detection, calculation includes high above sea level (~50m) <0;1> Yes No Yes
deadBody presense of dead body (~10m) <0;1> Yes No
windy wind intensity <0;1> Yes No
wind wind intensity <0;1> No Yes Yes Yes
rain rain intensity <0;1> Yes No Yes Yes Yes
night night time with transitions at ~17:30-18:00 and 07:00 – 07:15 <0;1> Yes No
waterDepth sea depth m Yes No Yes
altitudeGround gound altitude m Yes No
altitudeSea sea level altitude m Yes
daytime relative daytime (0 = midnight, 0.5 = noon) <0;1> Yes
shooting firefight detection, 1 = no firefight, value is divided by 2 with every shot <0;1> Yes
raindrops presence/density of objects above SoundSource location <0;1> Yes
rpm actual rpm of the vehicle engine rpm Yes Yes Yes
randomizer generates random number between 0 and 1 (once per live of instance) <0;1> Yes Yes Yes
speed actual speed of the vehicle m/s Yes Yes Yes
thrust thrust of the vehicle engine (acceleration) <0;1> Yes Yes Yes
camPos position of camera (0 = internal, 1 = external) <0;1> Yes Yes Yes
playerPos position of player within the vehicle (0 = front, 1 = Passenger) <0;1> Yes Yes Yes
engineOn state of vehicle engine 0/1 Yes Yes Yes
angVelocity speed of rotation (in all axes) Yes Yes Yes
gmeterZ accelleration meter Yes Yes Yes
roughness roughness of surface (0 = "glass") Yes
dustness roughness of surface (0 = no dust) Yes
damper0 dampers Yes
rock surface type Yes
sand surface type Yes
grass surface type Yes
mud surface type Yes
gravel surface type Yes
asphalt surface type Yes
latSlip Yes
latSlipDrive Yes
longSlip Yes
longSlipDrive Yes
lateralMovement Yes Yes Yes
gear Yes
flaps Yes (buggy)
rotorThrust Yes
rotorSpeed Yes
rotorDamage Yes
motorDamage Yes
transmissionDamage Yes
slingLoadActive Yes
scrubLand object is scrubbing terrain Yes
scribObject object is scrubbing another object (vehicle ↔ vehicle) Yes
scrubTree object is scrubbing object type: tree Yes
scrubBuilding object is scrubbing object type: building Yes
scrubArmor object is scrubbing armored vehicle (tank) Yes