Difference between revisions of "Arma 3: Sound: Filters"
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− | + | {{TOC|side}} | |
− | + | == Distance Frequency Attenuation == | |
− | |||
− | |||
Every sound in the game is attenuated by a frequency Low Pass Filter, the frequency cutoff changes with distance. | Every sound in the game is attenuated by a frequency Low Pass Filter, the frequency cutoff changes with distance. | ||
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All Distance Frequency Attenuation Filters must be configured in the base class '''CfgDistanceFilters'''. | All Distance Frequency Attenuation Filters must be configured in the base class '''CfgDistanceFilters'''. | ||
− | {| class="wikitable | + | {| class="wikitable" |
|- | |- | ||
− | ! | + | ! Parameter |
− | ! | + | ! Unit/values |
− | ! | + | ! Default |
− | ! | + | ! Description |
|- | |- | ||
− | !''type'' | + | ! ''type'' |
| Fitler Type name | | Fitler Type name | ||
| "lowPassFilter" | | "lowPassFilter" | ||
Line 26: | Line 24: | ||
|- | |- | ||
− | !''minCutoffFrequency'' | + | ! ''minCutoffFrequency'' |
| [Hz] | | [Hz] | ||
| 300 | | 300 | ||
| | | | ||
− | * minimal cutoff frequency (see: | + | * minimal cutoff frequency (see: {{Link|https://en.wikipedia.org/wiki/Cutoff_frequency|Cutoff Frequency}} on Wikipedia)) |
|- | |- | ||
− | !''qFactor'' | + | ! ''qFactor'' |
| float (0..1) | | float (0..1) | ||
| 1 | | 1 | ||
| | | | ||
− | * slope of attenuation curve in frequency spectrum (see | + | * slope of attenuation curve in frequency spectrum (see {{Link|https://en.wikipedia.org/wiki/Q_factor|Q factor}} on Wikipedia |
|- | |- | ||
− | !''innerRange'' | + | ! ''innerRange'' |
| [m] | | [m] | ||
| 100 | | 100 | ||
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|- | |- | ||
− | !''range'' | + | ! ''range'' |
| [m] | | [m] | ||
| 1500 | | 1500 | ||
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|- | |- | ||
− | !''powerFactor'' | + | ! ''powerFactor'' |
| (0..100) | | (0..100) | ||
| 2 | | 2 | ||
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|} | |} | ||
− | <syntaxhighlight lang="cpp">class CfgDistanceFilters | + | <syntaxhighlight lang="cpp"> |
+ | class CfgDistanceFilters | ||
{ | { | ||
class defaultDistanceFreqAttenuationFilter | class defaultDistanceFreqAttenuationFilter | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
− | + | == Sound Effects == | |
''Sound Effects'' is an older Arma 3 audio feature which handles sound filtering of a specific group of sounds, like radio protocol, underwater, or interior attenuation. | ''Sound Effects'' is an older Arma 3 audio feature which handles sound filtering of a specific group of sounds, like radio protocol, underwater, or interior attenuation. | ||
− | + | === Attenuation Effects === | |
All attenuation effects have to be configured within class '''AttenuationsEffects''' (base class '''CfgSoundEffects'''). | All attenuation effects have to be configured within class '''AttenuationsEffects''' (base class '''CfgSoundEffects'''). | ||
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It is represented by class containing predefined filter chain (''2x4 band equalizer + echo''), which is applied on specific groups of sounds witch are considered to come "from outside" of a vehicle or building. | It is represented by class containing predefined filter chain (''2x4 band equalizer + echo''), which is applied on specific groups of sounds witch are considered to come "from outside" of a vehicle or building. | ||
− | {| | + | {{Feature | informative |
| | | | ||
− | * Configuration for vehicles is handled by parameter ''attenuationEffectType'' within the vehicle configuration class. It links the vehicle to a specific attenuation class ( e.g.: attenuationEffectType = "CarAttenuation"; | + | * Configuration for vehicles is handled by parameter ''attenuationEffectType'' within the vehicle configuration class. It links the vehicle to a specific attenuation class ( e.g.: attenuationEffectType {{=}} "CarAttenuation"; |
* A special case is attenuation of sounds related to building interiors, there is no parameter that defines which attenuation class should be used, the expected class name is hard-coded instead: ''HouseAttenuation'' | * A special case is attenuation of sounds related to building interiors, there is no parameter that defines which attenuation class should be used, the expected class name is hard-coded instead: ''HouseAttenuation'' | ||
− | + | }} | |
− | <syntaxhighlight lang="cpp">class CfgSoundEffects | + | <syntaxhighlight lang="cpp"> |
+ | class CfgSoundEffects | ||
{ | { | ||
class AttenuationsEffects | class AttenuationsEffects | ||
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}; | }; | ||
}; | }; | ||
− | };</syntaxhighlight> | + | }; |
+ | </syntaxhighlight> | ||
− | + | === Special Filters === | |
Special Filters are used to filter sounds within specific gameplay conditions like underwater or in an unconscious state. | Special Filters are used to filter sounds within specific gameplay conditions like underwater or in an unconscious state. | ||
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All of following have to be configured in base class '''CfgSoundEffects'''. | All of following have to be configured in base class '''CfgSoundEffects'''. | ||
− | + | ==== Underwater Filters ==== | |
− | <syntaxhighlight lang="cpp">class CfgSoundEffects | + | <syntaxhighlight lang="cpp"> |
+ | class CfgSoundEffects | ||
{ | { | ||
class UnderWaterEffects | class UnderWaterEffects | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
− | + | ==== Unconscious State Effect ==== | |
− | <syntaxhighlight lang="cpp">class CfgSoundEffects | + | <syntaxhighlight lang="cpp"> |
+ | class CfgSoundEffects | ||
{ | { | ||
class UnconsciousStateEffect | class UnconsciousStateEffect | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
− | + | ==== Radio Protocol Filters ==== | |
− | <syntaxhighlight lang="cpp">class CfgSoundEffects | + | <syntaxhighlight lang="cpp"> |
+ | class CfgSoundEffects | ||
{ | { | ||
class RadioFilterEffects | class RadioFilterEffects | ||
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}; | }; | ||
</syntaxhighlight> | </syntaxhighlight> | ||
+ | |||
+ | |||
+ | {{GameCategory|arma3|Sound}} |
Latest revision as of 23:11, 23 February 2023
Distance Frequency Attenuation
Every sound in the game is attenuated by a frequency Low Pass Filter, the frequency cutoff changes with distance.
Default filter is configured in CfgSoundGlobals, however it is possible to define a custom distance attenuation filter for each SoundSet using parameter distanceFilter.
All Distance Frequency Attenuation Filters must be configured in the base class CfgDistanceFilters.
Parameter | Unit/values | Default | Description |
---|---|---|---|
type | Fitler Type name | "lowPassFilter" |
|
minCutoffFrequency | [Hz] | 300 |
|
qFactor | float (0..1) | 1 |
|
innerRange | [m] | 100 |
|
range | [m] | 1500 |
|
powerFactor | (0..100) | 2 |
|
class CfgDistanceFilters
{
class defaultDistanceFreqAttenuationFilter
{
type = "lowPassFilter";
minCutoffFrequency = 150;
qFactor = 1;
innerRange = 10;
range = 1000;
powerFactor = 32;
};
};
Sound Effects
Sound Effects is an older Arma 3 audio feature which handles sound filtering of a specific group of sounds, like radio protocol, underwater, or interior attenuation.
Attenuation Effects
All attenuation effects have to be configured within class AttenuationsEffects (base class CfgSoundEffects).
It is represented by class containing predefined filter chain (2x4 band equalizer + echo), which is applied on specific groups of sounds witch are considered to come "from outside" of a vehicle or building.
class CfgSoundEffects
{
class AttenuationsEffects
{
class HouseAttenuation
{
class Equalizer0
{
center[] = { 50, 600, 2000, 6000 }; // 20 - 20000Hz
bandwidth[] = {1, 2, 2, 2 }; // 0.1 and 2.0
gain[] = { db-3, db-1, db-5, db-8 }; // 0.126 - 7.94; +/- 18dB
};
class Equalizer1
{
center[] = { 60, 500, 3000, 15000 }; // 20 - 20000Hz
bandwidth[] = {2, 2, 2, 2 }; // 0.1 and 2.0
gain[] = { db0, db0, db0, db0 }; // 0.126 - 7.94; +/- 18dB
};
class Echo
{
WetDryMix = 0.1; // 0 - 1
Feedback = 0.01; // 0 - 1
Delay = 50; // 1 - 2000
};
};
};
};
Special Filters
Special Filters are used to filter sounds within specific gameplay conditions like underwater or in an unconscious state.
There are three hard-coded classes that are expected by the audio engine (with different, predefined filter chains): UnderWaterEffects, UnconsciousStateEffect, RadioFilterEffects
All of following have to be configured in base class CfgSoundEffects.
Underwater Filters
class CfgSoundEffects
{
class UnderWaterEffects
{
class Mono
{
// 0m - unchanged sound
// 1m - below surface level all sounds are mixed into mono
distance = 1;
};
class Equalizer
{
// in range [0 - 3] equalizer pars are linearly interpolated from neutral values to set
distance = 3;
// Equalizer
center[] = { 100, 800, 2000, 10000 }; // frequencies
bandwidth[] = { 2.0, 2.0, 2.0, 2.0 }; // must be between 0.1 and 2.0
gain[] = { db3, db0, db-15, db-18 }; // +/- 18dB
};
};
};
Unconscious State Effect
class CfgSoundEffects
{
class UnconsciousStateEffect
{
// linear interpolation ... Echo0 * t + (Echo1 - Echo0), t = [0 - 1]
class Echo0
{
WetDryMix = 0.25; // 0 - 1
Feedback = 0.15; // 0 - 1
Delay = 50; // 1 - 2000
};
class Echo1
{
WetDryMix = 0.5; // 0 - 1
Feedback = 0.2; // 0 - 1
Delay = 100; // 1 - 2000
};
class Equalizer0
{
center[] = { 100, 800, 2000, 10000 }; // frequencies
bandwidth[] = { 1.0, 1.0, 1.0, 1.0 }; // must be between 0.1 and 2.0
gain[] = { db0, db-5, db-10, db-10 }; // +/- 18dB
};
class Equalizer1
{
center[] = { 100, 800, 2000, 10000 }; // frequencies
bandwidth[] = { 2.0, 2.0, 2.0, 2.0 }; // must be between 0.1 and 2.0
gain[] = { db0, db-10, db-18, db-18 }; // +/- 18dB
};
};
};
Radio Protocol Filters
class CfgSoundEffects
{
class RadioFilterEffects
{
class Part0
{
// Equalizer
center[] = { 370, 900, 6000, 10000 }; // frequencies
bandwidth[] = { 1, 2, 1, 1.2 }; // must be between 0.1 and 2.0
gain[] = { db0, db4, db4, db5 }; // +/- 18dB
// Limiter
lim_limit = 1;
lim_attack = 5;
lim_release = 50;
enabled[] = { true, false, true }; // equalizer, limiter, convert to 8bit
};
class Part1
{
// low pass filter
filter_cut_off = 650;
/* Filter radian frequency calculated as (2 * sin(pi * (desired filter cutoff frequency) / sampleRate)).
The frequency must be greater than or equal to 0 and less than or equal to XAUDIO2_MAX_FILTER_FREQUENCY
frequency == 11025, cuttoff > 1837 = 1 */
filter_one_over_Q = 0.5;
/* 0 - 1, Reciprocal of Q factor. Controls how quickly frequencies beyond Frequency are dampened.
Larger values result in quicker dampening while smaller values cause dampening to occur more gradually */
filter_enabled = true;
};
class Part2
{
// Equalizer
center[] = { 100, 250, 900, 5000 }; // 20 - 2000Hz
bandwidth[] = {2, 1.9, 2, 2 }; // 0.1 and 2.0
gain[] = { db-18, db-18, db4, db-3 }; // 0.126 - 7.94; +/- 18dB
// Compressor
comp_threshold = db0;
comp_ratio = 0.27; // 1:1
comp_attack = 1; // milliseconds
comp_relase = 100; // milliseconds
// Limiter
lim_limit = db-18;
lim_attack = 1;
lim_release = 500;
enabled[] = { true, false, false }; // equalizer, compressor, limiter
};
};
};