Difference between revisions of "Arma 3: Sound"

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Arma 3's sound system became much more complex with the release of the [https://dev.arma3.com/post/sitrep-00144 Eden Update]. This wiki page will serve as a hub - linking you to the different elements of the system.
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{| cellpadding="6"
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| [[File:A3_SoundMainScheme.jpg]]
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|
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== General Sound Configuration ==
  
==Basic Structure==
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* [[Arma 3 Sound: SoundShader|SoundShader]]
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* [[Arma 3 Sound: SoundSet|SoundSet]]
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* [[Arma 3 Sound: Sound Curves|Sound Curves]]
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* [[Arma 3 Sound: SoundShapes|SoundShapes]]
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* [[Arma 3 Sound: Filters|Filters]]
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* [[Arma 3 Sound: Processing Types|Processing Types]]
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* [[Arma 3 Sound: Global Sound Parameters|Global Sound Parameters]]
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|}
  
[[Arma_3_Sound:_cfgSoundSets|SoundSets]] are assigned to entities such as weapons in the game. When a game event happens (for example a gun shot or an explosion) the SoundSet gets triggered and you hear a sound. SoundSets can consist of multiple [[Arma_3_Sound:_cfgSoundShaders|SoundShaders]]. Positional stereo sounds are not a simple task for game engines, which is why Arma 3 uses it's own [[Arma_3_Sound:_cfgSound3DProcessors|3D Sound Processors]]. The relationship between game variables and sound values (like the relationship between distance to an object and the volume of the sound the object is emitting) can be pre-defined in [[Arma_3_Sound:_cfgSoundCurves|cfgSoundCurves]] for easier use in other configuration files.
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{{arma3}}'s sound system became much more complex with the release of the {{ExternalLink|link= https://dev.arma3.com/post/sitrep-00144|text= Eden Update}}. Sound is not anymore a single sample (array respectively) with parameters, but a structure assembled from several layers with embedded audio features.
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Process of sound configuration unification is still in progress (not all gameplay features use this system), information about new implementations will be continuously updated.
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'''This wiki page serves as a hub - linking you to the different elements of the system.'''
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{{Feature | Informative | You may at some point find volume defined with '''db''' (e.g {{ic|db-40}}). The formula for db-based volume is: {{ic|10^(''number''*(1/20))}}.<br>
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The db value is expressed in dBFS ({{Wikipedia|DBFS|Decibels relative to full scale}}). See also {{HashLink|Arma 3 Sound: cfgSoundShaders#volume}}.
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}}
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=== See Also ===
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* An [[Arma 3 Sound: ExampleWeaponConfig|example configuration]] for a weapon
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* An [[Arma 3 Sound: SoundControllers|overview on SoundControllers]] which can be used to build [[Simple Expression]]d for volume/frequency calculation.
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{{GameCategory|arma3|Sound}}

Latest revision as of 13:51, 26 July 2021

A3 SoundMainScheme.jpg

General Sound Configuration

Arma 3's sound system became much more complex with the release of the Eden Update. Sound is not anymore a single sample (array respectively) with parameters, but a structure assembled from several layers with embedded audio features.

Process of sound configuration unification is still in progress (not all gameplay features use this system), information about new implementations will be continuously updated.

This wiki page serves as a hub - linking you to the different elements of the system.

You may at some point find volume defined with db (e.g db-40). The formula for db-based volume is: 10^(number*(1/20)).
The db value is expressed in dBFS (Decibels relative to full scale). See also Arma 3 Sound: cfgSoundShaders - volume.

See Also