Sound: SoundShader – Arma 3
Jump to navigation
Jump to search
Megagoth1702 (talk | contribs) m (data format info) |
Megagoth1702 (talk | contribs) m (data format info) |
||
Line 23: | Line 23: | ||
|none | |none | ||
| | | | ||
* array containing sound file name with paths and probability values (p), wav, wss, ogg are accepted file types | * array containing sound file name with paths and probability values (p), wav, wss, ogg are accepted file types, 16bit/44.1KHz wav converted to wss should always work fine | ||
* probability values are normalized to 1, in every case there is one sample selected | * probability values are normalized to 1, in every case there is one sample selected | ||
* no immediate repeat (engine never selects the same sample twice in a row) | * no immediate repeat (engine never selects the same sample twice in a row) |
Revision as of 20:05, 21 November 2016
SoundShader
SoundShader is the lowest level of sound configuration. It contains the definition of sound files and basic set of parameters.
All SoundShaders have to be defined in the base class CfgSoundShaders.
For single SoundShader (SoundSet respectively), use sound files with the same sampling rate. |
parameter | unit/values | default | descriptions |
---|---|---|---|
sound | {["path/sound",p], ...} | none |
|
volume | float (0..n) or [dBFS] | 1 (= db0) |
|
frequency | (0.5..2) | 1 |
|
range | (0..n) [m] | 0 |
|
rangeCurve | {{d0, v0}, {d1, v1}, ... } or Class name | none |
|
limitation | bool | false |
|
class CfgSoundShaders
{
class ACPC2_closeShot_SoundShader
{
samples[] =
{
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_01", 1 },
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_02", 1 },
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked
};
volume = db3; // additional gain, +3dB
range = 50;
rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves
};