playSound: Difference between revisions

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m (Fixed cfgSounds link)
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[[Category:Scripting Commands|PLAYSOUND]]
[[Category:Scripting Commands|PLAYSOUND]]
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands OFP 1.96|PLAYSOUND]]
[[Category:Scripting Commands OFP 1.96|PLAYSOUND]]
[[Category:Scripting Commands OFP 1.46|PLAYSOUND]]
[[Category:Scripting Commands OFP 1.46|PLAYSOUND]]

Revision as of 11:57, 25 September 2014

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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