Difference between revisions of "Arma 3: Sound"

From Bohemia Interactive Community
Jump to navigation Jump to search
(added link to example config)
m (Added info on SoundControllers)
Line 14: Line 14:
*An [[Arma_3_Sound:_ExampleWeaponConfig|example configuration]] for a weapon
*An [[Arma_3_Sound:_ExampleWeaponConfig|example configuration]] for a weapon
*An [[Arma_3_Sound:_SoundControllers|overview on SoundControllers]] which can be used to build [[Simple_Expression|simple expressions]] for volume/frequency calculation.

Revision as of 17:18, 21 June 2016


Arma 3's sound system became much more complex with the release of the Eden Update. This wiki page will serve as a hub - linking you to the different elements of the system.

Basic Structure

  • 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.
  • Positional sound using stereo files as sources are not a simple task for game engines, which is why Arma 3 uses it's own 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 cfgSoundCurves for easier use in other configuration files.