playSound: Difference between revisions

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<dd class="notedate">Posted on August 4, 2006 - 10:57</dd>
<dd class="notedate">Posted on August 4, 2006 - 10:57</dd>
<dt class="note">'''[[User:Hardrock|hardrock]]'''</dt><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.

Revision as of 14:31, 21 October 2011

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:
sideRadiosayplayMusicsay2Dsay3DcreateSoundSource

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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