Sound: SoundShader – Arma 3

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!''volume''
!''volume''
|float (0..n) or [dBFS]}
|float (0..n) or [dBFS]
|1 (= db0)
|1 (= db0)
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Revision as of 15:42, 23 September 2016

SoundShader

SoundShader is the lowest level of sound configuration. It contains wave files definition and basic set of parameters.

All SoundShaders have to be defined in the base class CfgSoundShaders.

For single SoundShader (SoundSet respectively), use wave files with the same frequency.
parameter unit/values default descriptions
sound {["path/sound",p], ...} none
  • array containing sound file name with paths and probability values (p)
  • probability values are normalized to 1, in every case there is one sample selected
  • no immediate repeat feature (engine never selects the same sample twice in a row)
volume float (0..n) or [dBFS] 1 (= db0)
  • base volume value
  • use format dbx for decibels in dBFS (e.g. db-6 for -6 dBFS)
  • use float number to specify amplitude value directly
frequency (0.5..2) 1
  • base pitch value, 1 = no change
  • if shader is used in submix (more than one SoundShader in SoundSet), this parameter is currently ignored
range (0..n) [m] 0
  • radius of sphere (with center on sound source position) where sound is playing
rangeCurve {{d0, v0}, {d1, v1}, ... } or Class name none
  • array of points or class name defined in CfgSoundCurves
  • if shader is not used in submix (only one SoundShader in SoundSet), this parameter is currently ignored
limitation bool false
  • adds SoundShader to the group of SoundShaders, where number of simultaneously playing SoundShaders will be limited (within single SoundSet)

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", 1 } }; volume = db0; range = 50; rangeCurve = closeShotCurve; }; };