Difference between revisions of "playSound"

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m (template:command argument fix)
m (template:command argument fix)
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|1.00|= Game version
|1.00|= Game version
|eff= local |= Effects in MP
|eff= local |Multiplayer Effects=

Revision as of 11:12, 5 August 2019

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


Selects sound from Description.ext#CfgSounds or config.cpp.


playSound soundName
soundName: String
Return Value:

Alternative Syntax

playSound [soundName, isSpeech]
[soundName, isSpeech]: Array
soundName: String
isSpeech: Boolean - play as speech through radio channel, fadeSpeech applies.
Return Value:


Example 1:
playSound "soundname"
Example 2:
Start a sound and then stop it after 1.2 second:playSound "AlarmCar"; [] spawn { _sound = ASLToAGL [0,0,0] nearestObject "#soundonvehicle"; sleep 1.2; deleteVehicle _sound; };
Example 3:
Start a sound and wait until it is finished:playSound "Alarm"; hint "Started!"; [] spawn { _sound = ASLToAGL [0,0,0] nearestObject "#soundonvehicle"; waitUntil {isNull _sound}; hint "Finished!"; };

Additional Information

See also:


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


Posted on August 4, 2006 - 10:57
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.

Bottom Section

Posted on December 28, 2014 - 08:22 (UTC)
As you may have noticed, the parameter for playsound/say3d that deals with the "volume" of the sound played has little to do with the effective loudness heard in game. What it is alters is the drop off for fading the sound at a distance. A higher decibel or integer value will increase the distance before any sort of fading will take place. The actual volume of the sound file played will factor in to this, as it does throughout the playing action.

Amplifying the Sound

Modifying the effective volume of sounds played by the engine is possible by "spamming" the sounds. By quickly playing the sounds overtop of one another, you can effectively amplify the volume
This example, playSound "soundname"; playSound "soundname";
Will effectively amplify the sound by a sensed 2x. The volume of the sound file itself will still affect the sound volume as it appears as though the arma engine has no normalization for sound files added to it.


This technique may cause issues in sound quality in large multiplayer servers. I observed multiple instances when a triggered sound amplified with this method was out of sync with each other. Timing of the individual commands sent over the network is probably the issue. Recommend you compile your amplification code into a single finished function for better syncing for clients not activating the action/far away from the activation position.