setSoundEffect: Difference between revisions

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* SoundDet (only for triggers) - creates a dynamic sound object attached to a trigger defined in [[CfgSFX]]
* SoundDet (only for triggers) - creates a dynamic sound object attached to a trigger defined in [[CfgSFX]]


To stop any sound, deactivate the trigger (might take up to 0.5 sec to stop) or delete the trigger (immediate). Also use <tt>"$NONE$"</tt> to skip the sound (1st item), when there is none to be used (Example 3, 4, 5). |= Description
To stop any sound, deactivate the trigger (might take up to 0.5 sec to stop) or delete the trigger (immediate). Also use <tt>"$NONE$"</tt> to skip the sound (1st item), when there is none to be used (Example 3, 4, 5). |DESCRIPTION=
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| trigger '''setSoundEffect''' [sound, voice, soundEnv, soundDet] |= Syntax
| trigger '''setSoundEffect''' [sound, voice, soundEnv, soundDet] |SYNTAX=


|p1= trigger: [[Object]] |= Parameter 1
|p1= trigger: [[Object]] |PARAMETER1=


|p2= [sound, voice, soundEnv, soundDet]: [[Array]] of strings |= Parameter 2
|p2= [sound, voice, soundEnv, soundDet]: [[Array]] of strings |PARAMETER2=


| [[Nothing]] |= Return value
| [[Nothing]] |RETURNVALUE=
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|s2= waypoint '''setSoundEffect''' [sound, voice, soundEnv, soundDet] |= Syntax
|s2= waypoint '''setSoundEffect''' [sound, voice, soundEnv, soundDet] |SYNTAX=


|p21= waypoint: [[Array]] - format [[Waypoint]] |= Parameter 1
|p21= waypoint: [[Array]] - format [[Waypoint]] |PARAMETER1=


|p22= [sound, voice, soundEnv, soundDet]: [[Array]] of strings |= Parameter 2
|p22= [sound, voice, soundEnv, soundDet]: [[Array]] of strings |PARAMETER2=


|r2= [[Nothing]] |= Return value
|r2= [[Nothing]] |RETURNVALUE=
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|x1= <code>_trigger [[setSoundEffect]] ["Alarm", "", "", ""];</code> |= Example 1
|x1= <code>_trigger [[setSoundEffect]] ["Alarm", "", "", ""];</code> |EXAMPLE1=
|x2= <code> [_group1,2] [[setSoundEffect]] ["Alarm", "", "", ""];</code> |= Example 2
|x2= <code> [_group1,2] [[setSoundEffect]] ["Alarm", "", "", ""];</code> |EXAMPLE2=
|x3= <code>_trigger [[setSoundEffect]] ["$NONE$", "Alarm", "", ""];</code> |= Example 3
|x3= <code>_trigger [[setSoundEffect]] ["$NONE$", "Alarm", "", ""];</code> |EXAMPLE3=
|x4= <code>_trigger [[setSoundEffect]] ["$NONE$", "", "BattlefieldFirefight1", ""];</code> |= Example 4
|x4= <code>_trigger [[setSoundEffect]] ["$NONE$", "", "BattlefieldFirefight1", ""];</code> |EXAMPLE4=
|x5= <code>_trigger [[setSoundEffect]] ["$NONE$", "", "", "Owl"];</code> |= Example 5
|x5= <code>_trigger [[setSoundEffect]] ["$NONE$", "", "", "Owl"];</code> |EXAMPLE5=


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| [[createTrigger]], [[setMusicEffect]] |= See also
| [[createTrigger]], [[setMusicEffect]] |SEEALSO=


}}
}}

Revision as of 14:48, 7 April 2019

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Defines the different sound effects.
  • Sound - plays a 2D sound from CfgSounds
  • Voice - plays a 3D sound from CfgSounds
  • SoundEnv - plays an environmental sound from CfgEnvSounds
  • SoundDet (only for triggers) - creates a dynamic sound object attached to a trigger defined in CfgSFX
To stop any sound, deactivate the trigger (might take up to 0.5 sec to stop) or delete the trigger (immediate). Also use "$NONE$" to skip the sound (1st item), when there is none to be used (Example 3, 4, 5).
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 ["$NONE$", "Alarm", "", ""];
Example 4:
_trigger setSoundEffect ["$NONE$", "", "BattlefieldFirefight1", ""];
Example 5:
_trigger setSoundEffect ["$NONE$", "", "", "Owl"];

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" ];

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