setSoundEffect: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - " *\| *PARAMETER[0-9]{1,3} *= * " to " ")
m (Text replacement - "<dd class="notedate">Posted on ([^<>]+) " to "<dd class="notedate">Posted on $1</dd> ")
Line 47: Line 47:
<dl class="command_description">
<dl class="command_description">
<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on October 2, 2013
<dd class="notedate">Posted on October 2, 2013</dd>
<dt class="note">[[User:Neokika|Neokika]]
<dt class="note">[[User:Neokika|Neokika]]
<dd class="note">
<dd class="note">
Line 59: Line 59:
<!-- Note Section END -->
<!-- Note Section END -->
<!-- Note Section BEGIN -->
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on March 7, 2012
<dd class="notedate">Posted on March 7, 2012</dd>
<dt class="note">[[User:old_man_auz|old_man_auz]]
<dt class="note">[[User:old_man_auz|old_man_auz]]
<dd class="note">
<dd class="note">

Revision as of 01:01, 30 January 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
SoundsTriggersWaypoints

Syntax

Syntax:
Syntax needed
Parameters:
trigger: Object
[sound, voice, soundEnv, soundDet]: Array of strings
Return Value:
Return value needed

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:
See also needed

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
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" ];