Sound: Processing Types – Arma 3

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Revision as of 17:55, 21 September 2016

Processing Types

Sound Processing Type in ArmA 3 audio engine is method of distribution of source wave file channels to output channels.

All sound processing type classes have to be configured within base class CfgSound3DProcessors.

There are 3 different Sound Processing Types in Arma 3:

  • Emitter - spatialized sounds (vehicle engines, animation sounds, weapon shooting without reflections, etc.)
  • Panner - stereo sounds which behaves as "local ambients" in closer distance and clearly spatialized sounds in larger distance (weapon shooting reflections, tree leaves rustling, etc.)
  • Surround Panner - stereo sounds with custom multichannel panner ("directional ambient ssounds")

Emitter

Sound is played from the location of sound source, so this approach should be used for sounds which need to be clearly spatialized.

  • if source wave file is mono, sound is played exactly from the sound source position
  • if source wave file is stereo (2 channels), two virtual speakers (emitters) are created on the horizontal circle with the sound source in the center
  • virtual speakers (emitters) are always facing towards the listeners direction and they remain in the same distance from the listener (and to each other as well), so the positions of virtual speakers keep with player's movement (rotating around a circle)
A3 SoundProcessingType Emitter.jpg
parameter unit/values default descriptions
type type name "emitter"
innerRange [m] 0
  • below innerRange distance, circle with emitters is static (radius is fixed to the value in radius parameter)
range [m] cfgSoundGlobals
  • above range distance, circle has zero radius (point), both speakers are on the same position
rangeCurve {{d0, v0}, {d1, v1}, ... }

or Class name

linear transition
  • transition curve between setups in innerRange and range distance (100% emitter vs 3D mono sound source)
  • between innerRange and range, circle with emitters changes it's radius from radius to zero using rangeCurve
radius [m] cfgSoundGlobals
  • maximal radius of circle with emitters (reached at innerRange distance and below)
  • consider emitter as a generator of virtual speakers for each recorded channel, so it's settings should correspond with the recording's actual microphone positions/directions
  • if range < innerRange, the range value is set to the innerRange value
  • if you require a static emitter, set the emitter's innerRange to a value greater than SoundShader's range value (emitters range value does not matter in this case)