Sound: SoundControllers – Arma 3

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[[Category: Arma 3: Editing]][[Category:Arma_3:_Editing|sound]]
[[Category: Arma 3: Editing]][[Category:Arma 3: Sound|Controllers]]


= Sound Controllers =
= Sound Controllers =

Revision as of 11:53, 24 September 2016


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:

Also look at this forum post for a video showcase and a great and simple to use example mission.

Note: collection of controllers below reflects A3 1.60 state.

cfgAmmo

  • forest
  • houses
  • interior
  • meadow
  • sea
  • trees

Simple_Expressions:

X max X

cfgWeapons

  • forest
  • houses
  • interior
  • meadows
  • sea
  • trees

Simple_Expressions:

X max X

CfgSoundShaders

  • forest
  • houses
  • interior
  • meadow
  • meadows
  • sea
  • trees

Simple_Expressions:

X max X

CfgEnvSounds

  • coast
  • forest
  • hills
  • houses
  • night
  • rain
  • sea
  • trees
  • windy

Simple_Expressions:

X factor[DDD,DDD]

CfgWorlds

  • forest
  • hills
  • houses
  • meadow
  • night
  • rain
  • sea
  • trees
  • WaterDepth
  • windy

Simple_Expressions:

X factor[DDD,DDD]
X interpolate[DDD,DDD,DDD,DDD]

CfgVehicles

  • asphalt
  • forest
  • grass
  • gravel
  • hills
  • houses
  • meadow
  • mud
  • rain
  • rock
  • sand
  • sea
  • trees
  • water
  • waterDepth
  • camPos
  • playerPos
  • angVelocity
  • damper0
  • engineOn
  • gmeterZ
  • lateralMovement
  • latSlipDrive
  • LongSlipDrive
  • motorDamage
  • rotorDamage
  • rotorSpeed
  • rotorThrust
  • rpm
  • scrubBuilding
  • scrubLand
  • scrubTree
  • slingLoadActive
  • speed
  • thrust
  • transmissionDamage

Simple_Expressions:

X factor[DDD,DDD]
X interpolate[DDD,DDD,DDD,DDD]
X max X
X min X