Sound: SoundControllers – Arma 3
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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:
- getAllSoundControllers - can only be used on vehicles.
- getSoundController - can only be used on vehicles.
- getSoundControllerResult - can only be used on vehicles.
- getAllEnvSoundControllers - can only be used on positions.
- getEnvSoundController - can only be used on positions.
Also look at this forum post for a video showcase and a great and simple to use example mission.
Sound Controller | Description / Notes | type/range of value | Usable in EnvSounds | CfgWeapons | CfgAmmo | CfgVehicles (Land) | CfgVehicles (Helicopter) | CfgVehicles (Plane) |
---|---|---|---|---|---|---|---|---|
houses | local density of object type “building”, derived from map | <0;1> | Yes | Yes | Yes | |||
machCone | only for Jets, makes sure sound is within machCone, if not -> sound will be silent | <0;1> | Yes | |||||
meadow | derived from map | <0;1> | Yes | |||||
meadows | derived from map | <0;1> | Yes | Yes | ||||
forest | local density of trees, derived from map | <0;1> | Yes | Yes | Yes | |||
trees | local density of trees (different settings), derived from map | <0;1> | Yes | Yes | Yes | |||
interior | Surface texture name below character character starts with int_, character is inside building (time based transition, 0.8s) | <0;1> | Yes | Yes | ||||
sea | derived from map | <0;1> | Yes | Yes | Yes | |||
coast | precise sea shore detection, calculation includes high above sea level (~50m) | <0;1> | Yes | No | Yes | |||
deadBody | presense of dead body (~10m) | <0;1> | Yes | No | ||||
windy | wind intensity | <0;1> | Yes | No | ||||
wind | wind intensity | <0;1> | No | Yes | Yes | Yes | ||
rain | rain intensity | <0;1> | Yes | No | Yes | Yes | Yes | |
night | night time with transitions at ~17:30-18:00 and 07:00 – 07:15 | <0;1> | Yes | No | ||||
waterDepth | sea depth | m | Yes | No | Yes | |||
altitudeGround | gound altitude | m | Yes | No | ||||
altitudeSea | sea level altitude | m | Yes | |||||
daytime | relative daytime (0 = midnight, 0.5 = noon) | <0;1> | Yes | |||||
shooting | firefight detection, 1 = no firefight, value is divided by 2 with every shot | <0;1> | Yes | |||||
raindrops | presence/density of objects above SoundSource location | <0;1> | Yes | |||||
rpm | actual rpm of the vehicle engine | rpm | Yes | Yes | Yes | |||
randomizer | generates random number between 0 and 1 (once per live of instance) | <0;1> | Yes | Yes | Yes | |||
speed | actual speed of the vehicle | m/s | Yes | Yes | Yes | |||
thrust | thrust of the vehicle engine (acceleration) | <0;1> | Yes | Yes | Yes | |||
camPos | position of camera (0 = internal, 1 = external) | <0;1> | Yes | Yes | Yes | |||
playerPos | position of player within the vehicle (0 = front, 1 = Passenger) | <0;1> | Yes | Yes | Yes | |||
engineOn | state of vehicle engine | 0/1 | Yes | Yes | Yes | |||
angVelocity | speed of rotation (in all axes) | Yes | Yes | Yes | ||||
gmeterZ | accelleration meter | Yes | Yes | Yes | ||||
roughness | roughness of surface (0 = "glass") | Yes | ||||||
dustness | roughness of surface (0 = no dust) | Yes | ||||||
damper0 | dampers | Yes | ||||||
rock | surface type | Yes | ||||||
sand | surface type | Yes | ||||||
grass | surface type | Yes | ||||||
mud | surface type | Yes | ||||||
gravel | surface type | Yes | ||||||
asphalt | surface type | Yes | ||||||
latSlip | Yes | |||||||
latSlipDrive | Yes | |||||||
longSlip | Yes | |||||||
longSlipDrive | Yes | |||||||
lateralMovement | Yes | Yes | Yes | |||||
gear | Yes | |||||||
flaps | Yes (buggy) | |||||||
rotorThrust | Yes | |||||||
rotorSpeed | Yes | |||||||
rotorDamage | Yes | |||||||
motorDamage | Yes | |||||||
transmissionDamage | Yes | |||||||
slingLoadActive | Yes | |||||||
scrubLand | object is scrubbing terrain | Yes | ||||||
scribObject | object is scrubbing another object (vehicle ↔ vehicle) | Yes | ||||||
scrubTree | object is scrubbing object type: tree | Yes | ||||||
scrubBuilding | object is scrubbing object type: building | Yes | ||||||
scrubArmor | object is scrubbing armored vehicle (tank) | Yes |