playSound3D

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Revision as of 07:21, 16 October 2013 by Jacmac (talk | contribs) (Added info on how to locate and play custom sounds added to a mission.)
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Description

Description:
Plays a sound with given filename. At least 2 parameters must be added.
Groups:
Uncategorised

Syntax

Syntax:
playSound3D [filename, source, isInside, position, volume, frequency, distance]
Parameters:
[filename, source, isInside, position, volume, frequency, distance]: Array
filename: String
source: Object
isInside: Boolean
position: Position
volume: Number
frequency: Number
distance: Number - How far is sound audible (0 = no max distance).
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, getPos player, 1, 1, 0]
Example 3:
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:
See also needed

Notes

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
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Notes

--JacmacBrian 08:21, 16 October 2013 (CEST)
Jacmac
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: _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
Posted on September 23, 2013
Killzone_Kid
This command works well with addon sounds, however getting it to play mission sound files is a bit tricky. Follow this guide

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