say3D
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Description
- Description:
- Description needed
- Problems:
- For some unknown reason if at the moment of command execution the player is in first person view and is inside a vehicle, the sound created is greatly attenuated.
- Groups:
- Broken CommandsSounds
Syntax 1
- Syntax:
- Syntax needed
- Parameters:
- from: Object - origin of the sound
- sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- Return Value:
- Return value needed
Syntax 2
- Syntax:
- from say3D [sound, maxDistance, pitch, isSpeech, offset]
- Parameters:
- from: Object - origin of the sound
- sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- maxDistance: Number - (Optional, default 100) max distance in meter at which the sound can be heard.
- pitch: Number - (Optional, default 1) pitch of the sound.
- isSpeech: Boolean - true: play as speech, fadeSpeech applies; false: play as sound, fadeSound applies. If true, filters are not applied to it (i.e. house or vehicle interior one). Available since 1.91.145286
- offset: Scalar - (Optional) Offset in seconds. Same with playMusic. Default: 0 Template:Since
- Return Value:
- Nothing, Template:Since Object
Syntax 3
- Syntax:
- [from, to] say3D sound
- Parameters:
- from: Object - origin of the sound
- to: Object - target
- sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- Return Value:
- Nothing, Template:Since Object
Syntax 4
- Syntax:
- [from, to] say3D [sound, maxDistance, pitch, isSpeech, offset]
- Parameters:
- from: Object - origin of the sound
- to: Object - target
- sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
- maxDistance: Number - (Optional, default 100) max distance in meter at which the sound can be heard.
- pitch: Number - (Optional, default 1) pitch of the sound.
- isSpeech: Boolean - true: play as speech, fadeSpeech applies; false: play as sound, fadeSound applies. If true, filters are not applied to it (i.e. house or vehicle interior one). Available since 1.91.145286
- offset: Scalar - (Optional) Offset in seconds. Same with playMusic. Default: 0 Template:Since
- Return Value:
- Nothing, Template:Since Object
Examples
- Example 1:
helicopter1 say3D "Fortunateson"
- Example 2:
- Workaround for dead bodies:
private _dummy = "#particlesource" createVehicleLocal ASLToAGL getPosWorld _corpse; _dummy say3D "whatever"; _dummy spawn { sleep 5; // at least the length of your sound deleteVehicle _this; };
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.
Only post proven facts here! Add Note
- Posted on 7 March 2013
- Rocket
- The only difference with this command and say is during cutscenes (when some camera effect is active). In cutscenes, say3D is 3D, say is not.
- Posted on July 19, 2015 - 21:26 (UTC)
- Benargee
- In Arma 2 1.63, the object this command is assigned to must be alive for the sound to broadcast. If the object is killed while the sound is still playing, the sound will stop immediately.
Here is a link to the forum to get around this issue: [1]
I have not tested this in Arma 3 yet. - Posted on March 11, 2017 - 14:43 (UTC)
- Killzone Kid
-
This command creates sound object "#soundonvehicle" which can be detected with allMissionObjects:
onEachFrame {hintSilent str allMissionObjects "#soundonvehicle"}; [] spawn {sleep 1; player say3D "Alarm"};