playSound3D: Difference between revisions

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| Plays positional sound with given filename on every computer on network. At least 2 parameters must be specified.<br><br>
| Plays positional sound with given filename on every computer on network. At least 2 parameters must be specified.
{{ Warning | Since A3 v1.91.145537 the maximum volume allowed is '''5'''. Exceeding this will result in sound not being played when executed remotely. }} |DESCRIPTION=
{{Important | Since A3 v1.91.145537 the maximum volume allowed is '''5'''. Exceeding this will result in sound not being played when executed remotely.}} |DESCRIPTION=
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| '''playSound3D''' [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance, offset] |SYNTAX=
| [[playSound3D]] [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance, offset] |SYNTAX=


|p1= [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance]: [[Array]] |PARAMETER1=  
|p1= filename: [[String]] - see [[Arma 3: SoundFiles]] for available filenames or [[#Examples|Example 3]] to use mission files. |PARAMETER1=


|p2= filename: [[String]] - see [[Arma_3:_SoundFiles]] for available filenames |PARAMETER2=
|p2= soundSource: [[Object]] - the object emitting the sound. If "sound position" is specified this parameter is ignored |PARAMETER2=


|p3= soundSource: [[Object]] - the object emitting the sound. If "sound position" is specified this param is ignored |PARAMETER3=  
|p3= isInside: [[Boolean]] - (Optional, default [[false]]) |PARAMETER3=


|p4= isInside: [[Boolean]] (optional) Default: [[false]]|PARAMETER4=  
|p4= soundPosition: [[PositionASL]] - (Optional, default [0,0,0]) position for sound emitter, will override "sound source" position. |PARAMETER4=


|p5= soundPosition: [[PositionASL]] (optional) - position for sound emitter, will override "sound source" position. Default: [0,0,0]  |PARAMETER5=  
|p5= volume: [[Number]] - (Optional, default 1) Maximum value: 5 (limited since A3 v1.91.145537) |PARAMETER5=


|p6= volume: [[Number]] (optional) Default: 1 Maximum value: 5 (limited since A3 v1.91.145537)  |PARAMETER6=  
|p6= soundPitch: [[Number]] - (Optional, default 1) 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc. |PARAMETER6=


|p7= soundPitch: [[Number]] (optional) - 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc. Default: 1    |PARAMETER7=  
|p7= distance: [[Number]] - (Optional, default 0) How far is sound audible (0 {{=}} no max distance) |PARAMETER7=


|p8= distance: [[Number]] (optional) - How far is sound audible (0 <nowiki>=</nowiki> no max distance) Default: 0. |PARAMETER8=  
|p8= offset: [[Scalar]] - (Optional, default 0) Offset in seconds. Same as with [[playMusic]] {{since|arma3|1.99.146480|true}} |PARAMETER8=


|p9= offset: [[Scalar]] - (Optional) Offset in seconds. Same with [[playMusic]]. Default: 0 {{since|arma3|1.99.146480|true}} |PARAMETER9=
| [[Nothing]] |RETURNVALUE=  


| [[Nothing]] |RETURNVALUE=  
|x1= <code>[[playSound3D]] ["A3\Sounds_F\sfx\blip1.wav", [[player]]]</code> |EXAMPLE1=
 
|x2= <code>[[playSound3D]] ["A3\Sounds_F\sfx\blip1.wav", [[player]], [[false]], [[getPosASL]] [[player]], 1, 1, 0]</code> |EXAMPLE2=


|x3= <code>[[playSound3D]] [<nowiki/>[[getMissionPath]] "mySound.ogg", [[player]]]; {{cc|to play a mission directory sound}}</code> |EXAMPLE3=


|x1= <code>[[playSound3D]] ["A3\Sounds_F\sfx\blip1.wav", [[player]]]</code>|EXAMPLE1=
|x4= Sound file extension must be specified even if a config entry has none:
|x2= <code>[[playSound3D]] ["A3\Sounds_F\sfx\blip1.wav", [[player]], [[false]], [[getPosASL]] [[player]], 1, 1, 0]</code>|EXAMPLE2=
<code>[[playSound3D]] ["A3\Sounds_F\sfx\alarm_independent", [[player]]]; {{cc|no sound}}
|x3= Sound file extension must be specified even if a config entry has none:
[[playSound3D]] ["A3\Sounds_F\sfx\alarm_independent.wss", [[player]]]; {{cc|alarm}}</code> |EXAMPLE4=
<code>[[playSound3D]] ["A3\Sounds_F\sfx\alarm_independent", [[player]]]; //no sound
[[playSound3D]] ["A3\Sounds_F\sfx\alarm_independent.wss", [[player]]]; //alarm</code>|EXAMPLE3=  


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<!-- Note Section BEGIN -->


<dd class="notedate">Posted on September 23, 2013
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]
<dd class="note">This command works well with addon sounds, however getting it to play mission sound files is a bit tricky. Follow [http://killzonekid.com/arma-scripting-tutorials-mission-root/ this guide]
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[[Category:Arma_3:_New_Scripting_Commands_List|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]
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<dd class="notedate">Posted on September 26, 2014 - 09:18 (UTC)</dd>
<dd class="notedate">Posted on September 26, 2014 - 09:18 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
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Currently, [[playSound3D]] is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins.
Currently, [[playSound3D]] is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins.
</dd>
</dd>
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<dd class="notedate">Posted on October 16, 2013 - 08:21 (UTC)
<dt class="note">[[User:JacmacBrian|Jacmac]]
<dd class="note">You need to get the correct path for custom mission sounds. Use [[missionConfigFile]] with BIS_fnc_trimString (to trim off "[[description.ext]]"), then add your mission's sound directory and sound file:
<code>_soundPath = [([[str]] [[missionConfigFile]]), 0, -15] call BIS_fnc_trimString;
_soundToPlay = _soundPath + "sounds\some_sound_file.ogg";
playSound3D [_soundToPlay, _sourceObject, [[false]], getPos _sourceObject, 10, 1, 50];
//Volume db+10, volume drops off to 0 at 50 meters from _sourceObject</code>
</dd>
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<dl class="command_description">
<dd class="notedate">Posted on November 8, 2014 - 21:48 (UTC)</dd>
<dd class="notedate">Posted on November 8, 2014 - 21:48 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
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When object is supplied but not a position, the position is taken from object, otherwise the position is taken from supplied position. That doesn't mean that when position is taken from object it is going to follow object when it changes position. The sound is generated at object position and it stays there.<br><br>One other important note: If <i>soundSource</i> param is [[objNull]] then his command develops the same bug with first person view as [[createSoundSource]] and [[say3D]]. If <i>soundSource</i> param is [[player]] then the bug is inverted. It seems that passing [[vehicle]] [[player]] as <i>soundSource</i> param is the only way to make it behave correctly when vehicles involved.
When object is supplied but not a position, the position is taken from object, otherwise the position is taken from supplied position. That doesn't mean that when position is taken from object it is going to follow object when it changes position. The sound is generated at object position and it stays there.<br><br>One other important note: If <i>soundSource</i> param is [[objNull]] then his command develops the same bug with first person view as [[createSoundSource]] and [[say3D]]. If <i>soundSource</i> param is [[player]] then the bug is inverted. It seems that passing [[vehicle]] [[player]] as <i>soundSource</i> param is the only way to make it behave correctly when vehicles involved.
</dd>
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Revision as of 12:22, 12 July 2020

Hover & click on the images for description

Description

Description:
Plays positional sound with given filename on every computer on network. At least 2 parameters must be specified.
Since A3 v1.91.145537 the maximum volume allowed is 5. Exceeding this will result in sound not being played when executed remotely.
Groups:
Uncategorised

Syntax

Syntax:
playSound3D [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance, offset]
Parameters:
filename: String - see Arma 3: SoundFiles for available filenames or Example 3 to use mission files.
soundSource: Object - the object emitting the sound. If "sound position" is specified this parameter is ignored
isInside: Boolean - (Optional, default false)
soundPosition: PositionASL - (Optional, default [0,0,0]) position for sound emitter, will override "sound source" position.
volume: Number - (Optional, default 1) Maximum value: 5 (limited since A3 v1.91.145537)
soundPitch: Number - (Optional, default 1) 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc.
distance: Number - (Optional, default 0) How far is sound audible (0 = no max distance)
offset: Scalar - (Optional, default 0) Offset in seconds. Same as with playMusic Template:since
Return Value:
Nothing

Examples

Example 1:
playSound3D ["A3\Sounds_F\sfx\blip1.wav", player]
Example 2:
playSound3D ["A3\Sounds_F\sfx\blip1.wav", player, false, getPosASL player, 1, 1, 0]
Example 3:
playSound3D [getMissionPath "mySound.ogg", player]; // to play a mission directory sound
Example 4:
Sound file extension must be specified even if a config entry has none: playSound3D ["A3\Sounds_F\sfx\alarm_independent", player]; // no sound playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player]; // alarm

Additional Information

See also:
say3DplaySoundsay2DsaycreateSoundSourcesetRandomLipgetMissionPath

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 September 26, 2014 - 09:18 (UTC)
Killzone Kid
Currently, playSound3D is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins.
Posted on November 8, 2014 - 21:48 (UTC)
Killzone Kid
When object is supplied but not a position, the position is taken from object, otherwise the position is taken from supplied position. That doesn't mean that when position is taken from object it is going to follow object when it changes position. The sound is generated at object position and it stays there.

One other important note: If soundSource param is objNull then his command develops the same bug with first person view as createSoundSource and say3D. If soundSource param is player then the bug is inverted. It seems that passing vehicle player as soundSource param is the only way to make it behave correctly when vehicles involved.

Bottom Section