Sound: SoundControllers – Arma 3

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[[Category: Arma 3: Editing]]
== Sound Controllers ==


= Environment variables =
Sound controllers deliver data from the engine in real time which makes them perfect to control volumes and frequencies of sounds. If you want to monitor sound controllers, you can use these functions:
{| class="wikitable align-center-col-2"
! Command
! Usable On
|-
| [[getAllSoundControllers]]
| rowspan="3" | Vehicles
|-
| [[getSoundController]]
|-
| [[getSoundControllerResult]]
|-
| [[getAllEnvSoundControllers]]
| rowspan="2" | Positions
|-
| [[getEnvSoundController]]
|-
| [[getAllEnv3DSoundControllers]]
| rowspan="3" | Environmental objects
|-
| [[getEnv3DSoundController]]
|-
| [[allEnv3DSoundSources]]
|}


Note: This is just an overview and not necessarily a complete list. Reflects A3 1.60 state.
Also look at this {{Link|https://forums.bistudio.com/topic/187202-arma-3-sound-modding-101/?p{{=}}3049207|forum post}} for a video showcase and a great and simple to use example mission.


== cfgAmmo ==
{| class="wikitable sortable align-center"
|- class="align-center"
! Sound Controller
! Description / Notes
! type/range of value
! Usable in EnvSounds
! CfgWeapons
! CfgAmmo
! CfgVehicles (Land)
! CfgVehicles (Helicopter)
! CfgVehicles (Plane)
! CfgVehicles (Ship)
|-
| interior
| Surface texture name below character character starts with int_, character is inside building (time based transition, 0.8s)
| <0;1>
|
| {{Icon|checked}}
| {{Icon|unchecked}}
|
|
|
|
|-
| houses
| local density of object type “building”, derived from map
| <0;1>
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|
|
|
|-
| meadow
| derived from map - probably outdated: getAllEnvSoundControllers returns meadows (A3 1.80)
| <0;1>
| {{Icon|checked}}
|
|
|
|
|
|
|-
| meadows
| derived from map
| <0;1>
|
| {{Icon|checked}}
| {{Icon|checked}}
|
|
|
|
|-
| forest
| local density of trees, derived from map
| <0;1>
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|
|
|
|-
| trees
| local density of trees (different settings), derived from map
| <0;1>
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|
|
|
|-
| sea
| derived from map
| <0;1>
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|
|
|
|-
| '''windy'''
| ambient map wind intensity (soundSetEnvironment). See [[getAllEnvSoundControllers]]
| <0;1>
| {{Icon|checked}}
| {{Icon|unchecked}}
| {{Icon|unchecked}}
| {{Icon|unchecked}}
| {{Icon|unchecked}}
| {{Icon|unchecked}}
| {{Icon|unchecked}}
|-
| '''wind'''
| wind intensity. See [[getAllEnv3DSoundControllers]]
| <0;1>
| {{Icon|unchecked}}
| {{Icon|unchecked}}
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| rain
| rain intensity. This controller is zeroed for all types when snow = true in RainParticles config
| <0;1>
| {{Icon|checked}}
| {{Icon|unchecked}}
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| fog
| fog intensity
| <0;1>
| {{Icon|unknown}}
| {{Icon|unknown}}
|
| {{Icon|unknown}}
| {{Icon|unknown}}
| {{Icon|unknown}}
|
|-
| daytime
| relative daytime (0 = midnight, 0.5 = noon)
| <0;1>
| {{Icon|checked}}
|
|
|
|
|
|
|-
| night
| night time with transitions at ~17:30-18:00 and 07:00 – 07:15
| <0;1>
| {{Icon|checked}}
| {{Icon|unchecked}}
|
|
|
|
|
|-
| rainDrops
| Rain drop sound occlusion. How much the rain drops can be heard, 1 no occlusion 0 full occlusion. If 'snow' is set to true, rainDrops is 0 (3D Env controllers)
| <0;1>
| {{Icon|checked}}
|
|
|
|
|
|
|-
| altitudeGround
| ground altitude
| m
| {{Icon|checked}}
| {{Icon|unchecked}}
|
|
|
|
|
|-
| altitudeSea
| sea level altitude
| m
| {{Icon|checked}}
|
|
|
|
|
|
|-
| coast
| precise sea shore detection, calculation includes high above sea level (~50m)
| <0;1>
| {{Icon|checked}}
| {{Icon|unchecked}}
| {{Icon|checked}}
|
|
|
|
|-
| waterDepth
| sea depth - not available as EnvSoundController (A3 1.80)
| m
| {{Icon|checked}}
| {{Icon|unchecked}}
|
| {{Icon|checked}}
|
|
|
|-
| distance
| distance to player?
| m
| {{Icon|unknown}}
|
|
|
|
|
|
|-
| shooting
| firefight detection, 1 = no firefight, value is divided by 2 with every shot
| <0;1>
| {{Icon|checked}}
|
|
|
|
|
|
|-
| deadBody
| presense of dead body (~10m)
| <0;1>
| {{Icon|checked}}
| {{Icon|unchecked}}
|
|
|
|
|
|-
| rpm
| actual rpm of the vehicle engine
| rpm
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| randomizer
| generates random number between 0 and 1 (once per live of instance)
| <0;1>
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| speed
| actual speed of the vehicle
| m/s
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| thrust
| thrust of the vehicle engine (acceleration)
| <0;1>
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| camPos
| position of camera (0 = internal, 1 = external)
| <0;1>
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| playerPos
| position of player within the vehicle (0 = front, 1 = Passenger)
| <0;1>
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| engineOn
| state of vehicle engine
| 0/1
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| angVelocity
| speed of rotation (in all axes)
|
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| gmeterZ
| accelleration meter
|
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| roughness
| roughness of surface (0 = "glass")
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| dustness
| roughness of surface (0 = no dust)
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| damper0
| dampers
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| rock
| surface type
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| sand
| surface type
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| grass
| surface type
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| mud
| surface type
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| gravel
| surface type
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| asphalt
| surface type
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| water
| surface type
|
|
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|-
| latSlip
|
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| latSlipDrive
|
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| longSlip
|
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| longSlipDrive
|
|
|
|
|
| {{Icon|checked}}
|
|
|
|-
| lateralMovement
|
|
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}
| {{Icon|checked}}
|
|-
| machCone
| only for Jets, makes sure sound is within machCone, if not -> sound will be silent
| <0;1>
|
|
|
|
|
| {{Icon|checked}}
|
|-
| gear
|
|
|
|
|
|
|
| {{Icon|checked}}
|
|-
| flaps
|
|
|
|
|
|
|
| {{Icon|checked}}<br>(buggy)
|
|-
| envelope
|
|
|
|
|
|
| {{Icon|checked}}
|
|
|-
| rotorThrust
|
|
|
|
|
|
| {{Icon|checked}}
|
|
|-
| rotorSpeed
|
|
|
|
|
|
| {{Icon|checked}}
|
|
|-
| rotorDamage
|
|
|
|
|
|
| {{Icon|checked}}
|
|
|-
| motorDamage
|
|
|
|
|
|
| {{Icon|checked}}
|
|
|-
| transmissionDamage
|
|
|
|
|
|
| {{Icon|checked}}
|
|
|-
| slingLoadActive
|
|
|
|
|
|
| {{Icon|checked}}
|
|
|-
| scrubLand
| object is scrubbing terrain
|
|
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}<br>(VTOL,UAV)
| {{Icon|checked}}
|-
| scrubObject
| object is scrubbing another object (vehicle ↔ vehicle)
|
|
|
|
|
| {{Icon|checked}}
|
|
|-
| scrubTree
| object is scrubbing object type: tree
|
|
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}<br>(VTOL)
|
|-
| scrubBuilding
| object is scrubbing object type: building
|
|
|
|
|
| {{Icon|checked}}
| {{Icon|checked}}<br>(VTOL,UAV)
|
|-
| scrubArmor
| object is scrubbing armored vehicle (tank)
|
|
|
|
|
| {{Icon|checked}}
|
|
|-
| yearTime
| Time of the year in 0..1 range &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''(Since Arma 3 v2.07.148385)''
| [0,1[
| {{Icon|checked}}
|
|
|
|
|
|
|-
| {{GVI|arma3|2.08|size= 0.75}} ambientTemp
| Ambient air temperature, see [[ambientTemperature]]
| min..max world temperature in Celsius
| {{Icon|checked}}
|
|
|
|
|
|
|-
| {{GVI|arma3|2.08|size= 0.75}} snow
| 1 if "RainParticle" config 'snow' = true, 0 if false. When snow is 1, 'rainDrops' is 0
| 1 or 0
| {{Icon|checked}}
|
|
|
|
|
|
|}


* forest
* houses
* interior
* meadow
* sea
* trees


[[Simple_Expression]]s:
{{GameCategory|arma3|Sound}}
X max X
 
== cfgWeapons ==
 
* forest
* houses
* interior
* meadows
* sea
* trees
 
[[Simple_Expression]]s:
X max X
 
== CfgSoundShaders ==
 
* forest
* houses
* interior
* meadow
* meadows
* sea
* trees
 
[[Simple_Expression]]s:
X max X
 
== CfgEnvSounds ==
 
* coast
* forest
* hills
* houses
* night
* rain
* sea
* trees
* windy
 
[[Simple_Expression]]s:
X factor[DDD,DDD]
 
== CfgWorlds ==
 
* forest
* hills
* houses
* meadow
* night
* rain
* sea
* trees
* WaterDepth
* windy
 
[[Simple_Expression]]s:
X factor[DDD,DDD]
X interpolate[DDD,DDD,DDD,DDD]
 
== CfgVehicles ==
 
* asphalt
* forest
* grass
* gravel
* hills
* houses
* meadow
* mud
* rain
* rock
* sand
* sea
* trees
* water
* waterDepth
 
* camPos
* playerPos
 
* angVelocity
* damper0
* engineOn
* gmeterZ
* lateralMovement
* latSlipDrive
* LongSlipDrive
* motorDamage
* rotorDamage
* rotorSpeed
* rotorThrust
* rpm
* scrubBuilding
* scrubLand
* scrubTree
* slingLoadActive
* speed
* thrust
* transmissionDamage
 
[[Simple_Expression]]s:
X factor[DDD,DDD]
X interpolate[DDD,DDD,DDD,DDD]
X max X
X min X

Latest revision as of 14:48, 6 September 2023

Sound Controllers

Sound controllers deliver data from the engine in real time which makes them perfect to control volumes and frequencies of sounds. If you want to monitor sound controllers, you can use these functions:

Command Usable On
getAllSoundControllers Vehicles
getSoundController
getSoundControllerResult
getAllEnvSoundControllers Positions
getEnvSoundController
getAllEnv3DSoundControllers Environmental objects
getEnv3DSoundController
allEnv3DSoundSources

Also look at this forum post for a video showcase and a great and simple to use example mission.

Sound Controller Description / Notes type/range of value Usable in EnvSounds CfgWeapons CfgAmmo CfgVehicles (Land) CfgVehicles (Helicopter) CfgVehicles (Plane) CfgVehicles (Ship)
interior Surface texture name below character character starts with int_, character is inside building (time based transition, 0.8s) <0;1> Checked Unchecked
houses local density of object type “building”, derived from map <0;1> Checked Checked Checked
meadow derived from map - probably outdated: getAllEnvSoundControllers returns meadows (A3 1.80) <0;1> Checked
meadows derived from map <0;1> Checked Checked
forest local density of trees, derived from map <0;1> Checked Checked Checked
trees local density of trees (different settings), derived from map <0;1> Checked Checked Checked
sea derived from map <0;1> Checked Checked Checked
windy ambient map wind intensity (soundSetEnvironment). See getAllEnvSoundControllers <0;1> Checked Unchecked Unchecked Unchecked Unchecked Unchecked Unchecked
wind wind intensity. See getAllEnv3DSoundControllers <0;1> Unchecked Unchecked Checked Checked Checked
rain rain intensity. This controller is zeroed for all types when snow = true in RainParticles config <0;1> Checked Unchecked Checked Checked Checked
fog fog intensity <0;1> Unknown Unknown Unknown Unknown Unknown
daytime relative daytime (0 = midnight, 0.5 = noon) <0;1> Checked
night night time with transitions at ~17:30-18:00 and 07:00 – 07:15 <0;1> Checked Unchecked
rainDrops Rain drop sound occlusion. How much the rain drops can be heard, 1 no occlusion 0 full occlusion. If 'snow' is set to true, rainDrops is 0 (3D Env controllers) <0;1> Checked
altitudeGround ground altitude m Checked Unchecked
altitudeSea sea level altitude m Checked
coast precise sea shore detection, calculation includes high above sea level (~50m) <0;1> Checked Unchecked Checked
waterDepth sea depth - not available as EnvSoundController (A3 1.80) m Checked Unchecked Checked
distance distance to player? m Unknown
shooting firefight detection, 1 = no firefight, value is divided by 2 with every shot <0;1> Checked
deadBody presense of dead body (~10m) <0;1> Checked Unchecked
rpm actual rpm of the vehicle engine rpm Checked Checked Checked
randomizer generates random number between 0 and 1 (once per live of instance) <0;1> Checked Checked Checked
speed actual speed of the vehicle m/s Checked Checked Checked
thrust thrust of the vehicle engine (acceleration) <0;1> Checked Checked Checked
camPos position of camera (0 = internal, 1 = external) <0;1> Checked Checked Checked
playerPos position of player within the vehicle (0 = front, 1 = Passenger) <0;1> Checked Checked Checked
engineOn state of vehicle engine 0/1 Checked Checked Checked
angVelocity speed of rotation (in all axes) Checked Checked Checked
gmeterZ accelleration meter Checked Checked Checked
roughness roughness of surface (0 = "glass") Checked
dustness roughness of surface (0 = no dust) Checked
damper0 dampers Checked
rock surface type Checked
sand surface type Checked
grass surface type Checked
mud surface type Checked
gravel surface type Checked
asphalt surface type Checked
water surface type Checked Checked Checked
latSlip Checked
latSlipDrive Checked
longSlip Checked
longSlipDrive Checked
lateralMovement Checked Checked Checked
machCone only for Jets, makes sure sound is within machCone, if not -> sound will be silent <0;1> Checked
gear Checked
flaps Checked
(buggy)
envelope Checked
rotorThrust Checked
rotorSpeed Checked
rotorDamage Checked
motorDamage Checked
transmissionDamage Checked
slingLoadActive Checked
scrubLand object is scrubbing terrain Checked Checked
(VTOL,UAV)
Checked
scrubObject object is scrubbing another object (vehicle ↔ vehicle) Checked
scrubTree object is scrubbing object type: tree Checked Checked
(VTOL)
scrubBuilding object is scrubbing object type: building Checked Checked
(VTOL,UAV)
scrubArmor object is scrubbing armored vehicle (tank) Checked
yearTime Time of the year in 0..1 range      (Since Arma 3 v2.07.148385) [0,1[ Checked
Arma 3 logo black.png2.08 ambientTemp Ambient air temperature, see ambientTemperature min..max world temperature in Celsius Checked
Arma 3 logo black.png2.08 snow 1 if "RainParticle" config 'snow' = true, 0 if false. When snow is 1, 'rainDrops' is 0 1 or 0 Checked