playSound: Difference between revisions

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|1.00|= Game version
|1.00|= Game version
|eff= local |= Effects in MP
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|x1= <pre>playSound "soundname"</pre> |= Example 1
|x1= <code>[[playSound]] "soundname"</code> |= Example 1
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| [[sideRadio]], [[say]], [[playMusic]], [[say2D]], [[say3D]], [[createSoundSource]] |= See also
| [[playSound3D]], [[sideRadio]], [[say]], [[playMusic]], [[say2D]], [[say3D]], [[createSoundSource]] |= See also


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Revision as of 15:11, 8 September 2013

Hover & click on the images for description

Description

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

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

Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note

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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