Sound: SoundShader – Arma 3
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== SoundShader == | == SoundShader == | ||
SoundShader is the lowest level of sound configuration. It contains | SoundShader is the lowest level of sound configuration. It contains the definition of sound files and basic set of parameters. | ||
All SoundShaders have to be defined in the base class '''CfgSoundShaders'''. | All SoundShaders have to be defined in the base class '''CfgSoundShaders'''. | ||
{| class="wikitable" style="color:black; background-color:#eeeeff;" | {| class="wikitable" style="color:black; background-color:#eeeeff;" | ||
| For single SoundShader (SoundSet respectively), use | | For single SoundShader (SoundSet respectively), use sound files with the same sampling rate. | ||
|} | |} | ||
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* array containing sound file name with paths and probability values (p) | * 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 | * probability values are normalized to 1, in every case there is one sample selected | ||
* no immediate repeat | * no immediate repeat (engine never selects the same sample twice in a row) | ||
|- | |- | ||
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| none | | none | ||
| | | | ||
* array of points or class name defined in | * array of points & corresponding amplitude multipliers or class name defined in [[Arma 3 Sound: Sound Curves|cfgSoundCurves]] | ||
* if shader is not used in submix (only one SoundShader in SoundSet), this parameter is currently ignored | * if shader is not used in submix (meaning it's the only one SoundShader in SoundSet), this parameter is currently ignored | ||
|- | |- | ||
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{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_01", 1 }, | { "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_02", 1 }, | ||
{ "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", | { "A3\Sounds_F\arsenal\weapons\Pistols\Acpc2\ACPC2_closeShot_03", 2 } // example: sample has a higher chance of being picked | ||
}; | }; | ||
volume = | volume = db3; // additional gain, +3dB | ||
range = 50; | range = 50; | ||
rangeCurve = closeShotCurve; | rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves | ||
};</syntaxhighlight> | };</syntaxhighlight> |
Revision as of 19:18, 21 November 2016
SoundShader
SoundShader is the lowest level of sound configuration. It contains the definition of sound files and basic set of parameters.
All SoundShaders have to be defined in the base class CfgSoundShaders.
For single SoundShader (SoundSet respectively), use sound files with the same sampling rate. |
parameter | unit/values | default | descriptions |
---|---|---|---|
sound | {["path/sound",p], ...} | none |
|
volume | float (0..n) or [dBFS] | 1 (= db0) |
|
frequency | (0.5..2) | 1 |
|
range | (0..n) [m] | 0 |
|
rangeCurve | {{d0, v0}, {d1, v1}, ... } or Class name | none |
|
limitation | bool | false |
|
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", 2 } // example: sample has a higher chance of being picked
};
volume = db3; // additional gain, +3dB
range = 50;
rangeCurve = closeShotCurve; //classname of a curve, defined in cfgSoundCurves
};