Sound: SoundControllers – Arma 3
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Megagoth1702 (talk | contribs) mNo edit summary |
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!CfgVehicles (Plane) | !CfgVehicles (Plane) | ||
|- | |- | ||
| | |interior | ||
| | |Surface texture name below character character starts with int_, character is inside building (time based transition, 0.8s) | ||
|<0;1> | |<0;1> | ||
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|Yes | |Yes | ||
|Yes | |Yes | ||
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|- | |- | ||
| | |houses | ||
| | |local density of object type “building”, derived from map | ||
|<0;1> | |<0;1> | ||
|Yes | |||
|Yes | |||
|Yes | |||
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|- | |- | ||
|meadow | |meadow | ||
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|<0;1> | |<0;1> | ||
|Yes | |Yes | ||
|Yes | |Yes | ||
|Yes | |Yes | ||
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|Yes | |Yes | ||
|Yes | |Yes | ||
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|Yes | |Yes | ||
|Yes | |Yes | ||
|- | |||
|daytime | |||
|relative daytime (0 = midnight, 0.5 = noon) | |||
|<0;1> | |||
|Yes | |||
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|- | |- | ||
|night | |night | ||
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|- | |- | ||
| | |raindrops | ||
| | |presence/density of objects above SoundSource location | ||
| | |<0;1> | ||
|Yes | |Yes | ||
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| | |coast | ||
| | |precise sea shore detection, calculation includes high above sea level (~50m) | ||
|<0;1> | |<0;1> | ||
|Yes | |Yes | ||
|No | |||
|Yes | |||
| | |||
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|- | |||
|waterDepth | |||
|sea depth | |||
|m | |||
|Yes | |||
|No | |||
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|Yes | |||
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|- | |- | ||
| | |deadBody | ||
| | |presense of dead body (~10m) | ||
|<0;1> | |<0;1> | ||
|Yes | |Yes | ||
| | |No | ||
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|Yes | |Yes | ||
|Yes | |Yes | ||
|Yes | |||
|- | |||
|machCone | |||
|only for Jets, makes sure sound is within machCone, if not -> sound will be silent | |||
|<0;1> | |||
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|Yes | |Yes | ||
|- | |- |
Revision as of 09:54, 25 February 2018
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:
- getAllSoundControllers - can only be used on vehicles.
- getSoundController - can only be used on vehicles.
- getSoundControllerResult - can only be used on vehicles.
- getAllEnvSoundControllers - can only be used on positions.
- getEnvSoundController - can only be used on positions.
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) |
---|---|---|---|---|---|---|---|---|
interior | Surface texture name below character character starts with int_, character is inside building (time based transition, 0.8s) | <0;1> | Yes | Yes | ||||
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 | |||
sea | derived from map | <0;1> | Yes | Yes | Yes | |||
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 | |
daytime | relative daytime (0 = midnight, 0.5 = noon) | <0;1> | Yes | |||||
night | night time with transitions at ~17:30-18:00 and 07:00 – 07:15 | <0;1> | Yes | No | ||||
raindrops | presence/density of objects above SoundSource location | <0;1> | Yes | |||||
altitudeGround | gound altitude | m | Yes | No | ||||
altitudeSea | sea level altitude | m | Yes | |||||
coast | precise sea shore detection, calculation includes high above sea level (~50m) | <0;1> | Yes | No | Yes | |||
waterDepth | sea depth | m | Yes | No | Yes | |||
shooting | firefight detection, 1 = no firefight, value is divided by 2 with every shot | <0;1> | Yes | |||||
deadBody | presense of dead body (~10m) | <0;1> | Yes | No | ||||
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 | |||||
machCone | only for Jets, makes sure sound is within machCone, if not -> sound will be silent | <0;1> | 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 |