Difference between revisions of "playSound"

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|1.00|= Game version
 
|1.00|= Game version
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|eff= local |= Effects in MP
 
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|x1= <pre>playSound "soundname"</pre> |= Example 1
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|x1= <code>[[playSound]] "soundname"</code> |= Example 1
 
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| [[sideRadio]], [[say]], [[playMusic]], [[say2D]], [[say3D]], [[createSoundSource]] |= See also
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| [[playSound3D]], [[sideRadio]], [[say]], [[playMusic]], [[say2D]], [[say3D]], [[createSoundSource]] |= See also
  
 
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Revision as of 15:11, 8 September 2013

Introduced with Operation Flashpoint version 1.001.00Effects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on
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:
playSound3DsideRadiosayplayMusicsay2Dsay3DcreateSoundSource

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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