Arma 3: Sound: Filters

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Revision as of 17:21, 21 September 2016 by Dusa (talk | contribs) (Created page with "== Filters == Every sound in the game is attenuated by a frequency Low Pass Filter, the frequency cutoff changes with distance. Default filter is configured in '''CfgSoundGl...")
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Filters

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 descriptions
type Fitler Type name "lowPassFilter"
  • type of filter (note: currently, there only Low Pass Filter is possible)
minCutoffFrequency [Hz] 300
qFactor float (0..1) 1
  • slope of attenuation curve in frequency spectrum (see Q factor on Wikipedia
innerRange [m] 100
  • radius of sphere with sound source in its' center
  • within innerRange distance, no filter is applied
range [m] 1500
  • radius of sphere with sound source in its' center
  • outside the range distance, cutoff frequency of filtering stops at minCutoffFrequency
powerFactor (0..100) 2
  • relationship between cutoff frequency and distance
  • higher value means faster attanuation

class CfgDistanceFilters { class defaultDistanceFreqAttenuationFilter { type = "lowPassFilter"; minCutoffFrequency = 150; qFactor = 1; innerRange = 10; range = 1000; powerFactor = 32; }; };