Surface Sounds: Difference between revisions

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m (Text replacement - "{{ExternalLink|" to "{{Link|")
m (Text replacement - " ( *class [a-zA-Z0-9_]+): *([a-zA-Z0-9_]+ *) " to " $1 : $2 ")
 
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As the default definitions are over 1000 lines, heres are samples instead;
As the default definitions are over 1000 lines, heres are samples instead;
<code>class CfgSurfaces
<code style="display: block">class CfgSurfaces
{
{
...
...
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impact = "default_Mat";
impact = "default_Mat";
};
};
class Roadway: Default
class Roadway : Default
{
{
access = 2;
access = 2;
Line 44: Line 44:
character = "Empty";
character = "Empty";
};
};
class Parkety: Default
class Parkety : Default
{
{
access = 2;
access = 2;
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character = "Empty";
character = "Empty";
};
};
class Lepenka: Default
class Lepenka : Default
{
{
access = 2;
access = 2;
Line 64: Line 64:
...
...
...
...
class Asfalt: Roadway
class Asfalt : Roadway
{
{
access = 2;
access = 2;
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character = "Empty";
character = "Empty";
};
};
class Cesta: Roadway
class Cesta : Roadway
{
{
access = 2;
access = 2;
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character = "Empty";
character = "Empty";
};
};
class Sterk: Default
class Sterk : Default
{
{
access = 2;
access = 2;
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...
...
...
...
class Metal: Default
class Metal : Default
{
{
access = 2;
access = 2;
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impact = "Impact_Metal";
impact = "Impact_Metal";
};
};
class Plech: Default
class Plech : Default
{
{
access = 2;
access = 2;
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impact = "Impact_Metal";
impact = "Impact_Metal";
};
};
class Iron: Default
class Iron : Default
{
{
access = 2;
access = 2;
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impact = "Impact_Metal";
impact = "Impact_Metal";
};
};
class Wave_plate: Default
class Wave_plate : Default
{
{
access = 2;
access = 2;
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impact = "Impact_Metal";
impact = "Impact_Metal";
};
};
class Beton: Default
class Beton : Default
{
{
access = 2;
access = 2;
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character = "Empty";
character = "Empty";
};
};
class Carpet: Default
class Carpet : Default
{
{
access = 2;
access = 2;
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The important parameters are the
The important parameters are the


<code>files =
<code style="display: block">files =
soundEnviron =
soundEnviron =
</code>
</code>
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EG
EG
<code>files = "plechprolis*";</code>
<code style="display: block">files = "plechprolis*";</code>


(soundEnviron = "steel"; )
(soundEnviron = "steel"; )
Line 184: Line 184:
i.e. for "steel" as above;
i.e. for "steel" as above;


<code>steel[] = {{"\CA\sounds\Characters\steel\run_1",0.0316228,1,37},{"\CA\sounds\Characters\steel\run_2",0.0316228,1,37}, ........</code>
<code style="display: block">steel[] = {{"\CA\sounds\Characters\steel\run_1",0.0316228,1,37},{"\CA\sounds\Characters\steel\run_2",0.0316228,1,37}, ........</code>


Default classes for sound files.
Default classes for sound files.
<code> class SoundEnvironExt
<code style="display: block"> class SoundEnvironExt
{
{
normalExt[] =
normalExt[] =

Latest revision as of 11:58, 6 December 2023

Surface sound definitions for 3D models

Source of other references

For more detail on default classes of sounds available, use a config explorer or the ALLINONE config available from Dev-Heaven.

Where Used

The faces used in the ROADWAY LODs in 3d models provides at least 2 functions.

(This is very similar to how surface sounds are defined for Terrains also)

First, defining what the game engine considers a floor or roadway, so things dont fall through

Second, defines the sound that surface generates when it for example is walked on.

The Surfaces

The later is defined in CfgSurfaces and then directly ascociated with a "Man" character via class SoundEnvironExt in class CAManBase.

Modder and Terrain makers can either use the default definitions or add classes.

As the default definitions are over 1000 lines, heres are samples instead; class CfgSurfaces { ... ... class Water { access = 2; files = "more_anim*"; rough = 0; dust = 0; soundEnviron = "water"; friction = 0.9; restitution = 0; isWater = 1; character = "Empty"; impact = "default_Mat"; }; class Roadway : Default { access = 2; files = "silnice*"; rough = 0.005; dust = 0.01; soundEnviron = "road"; character = "Empty"; }; class Parkety : Default { access = 2; files = "parkety*"; rough = 0.005; dust = 0.001; soundEnviron = "parkety"; character = "Empty"; }; class Lepenka : Default { access = 2; files = "lepenka*"; rough = 0.001; dust = 0.001; soundEnviron = "lepenka"; character = "Empty"; }; ... ... class Asfalt : Roadway { access = 2; files = "asfalt*"; rough = 0.01; dust = 0.05; soundEnviron = "road"; character = "Empty"; }; class Cesta : Roadway { access = 2; files = "cesta*"; rough = 0.08; dust = 0.15; soundEnviron = "dirt"; character = "Empty"; }; class Sterk : Default { access = 2; files = "sterk*"; rough = 0.08; dust = 0.15; soundEnviron = "gravel"; character = "Empty"; }; ... ... class Metal : Default { access = 2; files = "plechprolis*"; rough = 0.1; dust = 0.1; soundEnviron = "steel"; character = "Empty"; impact = "Impact_Metal"; }; class Plech : Default { access = 2; files = "plech*"; rough = 0.1; dust = 0.1; soundEnviron = "steel"; character = "Empty"; impact = "Impact_Metal"; }; class Iron : Default { access = 2; files = "ocel*"; rough = 0.1; dust = 0.1; soundEnviron = "metal"; character = "Empty"; impact = "Impact_Metal"; }; class Wave_plate : Default { access = 2; files = "vlnityplech*"; rough = 0.1; dust = 0.1; soundEnviron = "wave_plate"; character = "Empty"; impact = "Impact_Metal"; }; class Beton : Default { access = 2; files = "kameny"; rough = 0.1; dust = 0.1; soundEnviron = "concrete_ext"; character = "Empty"; }; class Carpet : Default { access = 2; files = "dum_mesto_koberec*"; rough = 0.1; dust = 0.1; soundEnviron = "carpet"; character = "Empty"; }; ... ...

The Surface Parameters

The important parameters are the

files = soundEnviron = This is the file name of the texture that the sound will be associated with.

A hint of what the sound is is usually possible from the soundEnviron parameter.

The Surface / Face Texture

When that texture is applied to ROADWAY LOD faces within a 3D model, walking on the surface will create the associated sound.

EG files = "plechprolis*";

(soundEnviron = "steel"; )

Is trigger via the default texture;.

ca\buildings\data\plechprolis.pac

Note the use of the * (star). This works as it looks, as a wild-card for file names.

The Sound File Definitions

The actual sound file(s) played (for Man class) come from the SoundEnvironExt definitions.

i.e. for "steel" as above;

steel[] = {{"\CA\sounds\Characters\steel\run_1",0.0316228,1,37},{"\CA\sounds\Characters\steel\run_2",0.0316228,1,37}, ........

Default classes for sound files. class SoundEnvironExt { normalExt[] = normal[] = road[] = rock[] = water[] = gravel[] = gravel2[] = sand[] = drygrass[] = grass[] = forest[] = mud[] = wood[] = wood_int[] = carpet[] = concrete_int[] = concrete_ext[] = metal[] = steel[] = hallway[] = dirt[] = parkety[] = wave_plate[] = lepenka[] = };

Related BIF Threads

different-sounds-inside-a-building

Adding-footstep-sounds

Custom-sounds

Roads-and-their-proper-sounds

List-of-soundEnviron

Sound-(-forest-and-snow-)


Vehicle Sounds Side Note

Surface sounds for vehicles are defined within each vehicle class via sound classes like TiresAsphaltOut, TiresAsphaltIn, TiresGravelOut, TiresGravelIn, TiresMudOut etc etc