Difference between revisions of "playSound"

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<dd class="notedate">Posted on August 4, 2006 - 10:57</dd>
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<dd class="notedate">Posted on August 4, 2006 - 10:57
 
<dt class="note">'''[[User:Hardrock|hardrock]]'''<dd class="note">''Notes from before the conversion:''
 
<dt class="note">'''[[User:Hardrock|hardrock]]'''<dd class="note">''Notes from before the conversion:''
  
 
For dialogue involving living units it is better to use [[say]], '''playSound''' will play a sound at the location of the player, [[say]] will play a sound at the location of the unit that is speaking, and it will only play that sound if the unit is alive.
 
For dialogue involving living units it is better to use [[say]], '''playSound''' will play a sound at the location of the player, [[say]] will play a sound at the location of the unit that is speaking, and it will only play that sound if the unit is alive.
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Revision as of 14:37, 21 October 2011

Introduced with Operation Flashpoint version 1.001.00
Hover & click on the images for descriptions

Description

Description:
selects Sound from CfgSounds declared in the Description.ext file.

Syntax

Syntax:
playSound soundName
Parameters:
soundName: String
Return Value:
Nothing

Alternative Syntax

Syntax:
playSound [soundName,forcePlay]
Parameters:
soundName: String
forcePlay: Boolean - true to ignore fadeSound volume settings.
Return Value:
Nothing

Examples

Example 1:
playSound "soundname"

Additional Information

See also:
sideRadiosayplayMusicsay2Dsay3DcreateSoundSource

Notes

i
Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.

Notes

Posted on August 4, 2006 - 10:57
hardrock
Notes from before the conversion: For dialogue involving living units it is better to use say, playSound will play a sound at the location of the player, say will play a sound at the location of the unit that is speaking, and it will only play that sound if the unit is alive.

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