Difference between revisions of "playSound3D"
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− | {{Command | + | {{Command |
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− | | arma3 | + | | arma3 |
− | |0.50 | + | |0.50 |
− | |arg= global | + | |arg= global |
− | |eff= global | + | |eff= global |
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− | | | + | |gr1= Sounds |
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− | | ''' | + | | Plays positional sound with given filename on every computer on network. At least 2 parameters must be specified. |
+ | {{Important | Since A3 v1.91.145537 the maximum volume allowed is '''5'''. Exceeding this will result in sound not being played when executed remotely.}} | ||
− | | | + | | [[playSound3D]] [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance, offset] |
− | | | + | |p1= filename: [[String]] - see [[Arma 3: Sound Files]] for available filenames or [[#Examples|Example 3]] to use mission files. |
− | | | + | |p2= soundSource: [[Object]] - the object emitting the sound. If "sound position" is specified this parameter is ignored |
− | | | + | |p3= isInside: [[Boolean]] - (Optional, default [[false]]) |
− | | | + | |p4= soundPosition: [[PositionASL]] - (Optional, default [0,0,0]) position for sound emitter, will override "sound source" position. |
− | | | + | |p5= volume: [[Number]] - (Optional, default 1) Maximum value: 5 (limited since A3 v1.91.145537) |
− | | | + | |p6= soundPitch: [[Number]] - (Optional, default 1) 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc. |
− | | | + | |p7= distance: [[Number]] - (Optional, default 0) How far is sound audible (0 {{=}} no max distance) |
− | | [[ | + | |p8= offset: [[Scalar]] - (Optional, default 0) Offset in seconds. Same as with [[playMusic]] {{Since|arma3|1.99.146480|true}} |
+ | | [[Nothing]] | ||
− | |x1= <code>[[playSound3D]] ["A3\Sounds_F\sfx\blip1.wav", [[player]]]</code> | + | |x1= <code>[[playSound3D]] ["A3\Sounds_F\sfx\blip1.wav", [[player]]]</code> |
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− | + | |x2= <code>[[playSound3D]] ["A3\Sounds_F\sfx\blip1.wav", [[player]], [[false]], [[getPosASL]] [[player]], 1, 1, 0]</code> | |
− | | [[ | + | |x3= <code>[[playSound3D]] [<nowiki/>[[getMissionPath]] "mySound.ogg", [[player]]]; {{cc|to play a mission directory sound}}</code> |
− | | | | + | |x4= Sound file extension must be specified even if a config entry has none: |
− | + | <code>[[playSound3D]] ["A3\Sounds_F\sfx\alarm_independent", [[player]]]; {{cc|no sound}} | |
+ | [[playSound3D]] ["A3\Sounds_F\sfx\alarm_independent.wss", [[player]]]; {{cc|alarm}}</code> | ||
+ | |||
+ | | [[say3D]], [[playSound]], [[say2D]], [[say]], [[createSoundSource]], [[setRandomLip]], [[getMissionPath]] | ||
}} | }} | ||
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<dl class='command_description'> | <dl class='command_description'> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
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<dd class="notedate">Posted on September 26, 2014 - 09:18 (UTC)</dd> | <dd class="notedate">Posted on September 26, 2014 - 09:18 (UTC)</dd> | ||
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | <dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | ||
Line 74: | Line 55: | ||
Currently, [[playSound3D]] is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins. | Currently, [[playSound3D]] is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins. | ||
</dd> | </dd> | ||
+ | |||
+ | <dd class="notedate">Posted on November 8, 2014 - 21:48 (UTC)</dd> | ||
+ | <dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt> | ||
+ | <dd class="note"> | ||
+ | When object is supplied but not a position, the position is taken from object, otherwise the position is taken from supplied position. That doesn't mean that when position is taken from object it is going to follow object when it changes position. The sound is generated at object position and it stays there.<br><br>One other important note: If <i>soundSource</i> param is [[objNull]] then his command develops the same bug with first person view as [[createSoundSource]] and [[say3D]]. If <i>soundSource</i> param is [[player]] then the bug is inverted. It seems that passing [[vehicle]] [[player]] as <i>soundSource</i> param is the only way to make it behave correctly when vehicles involved. | ||
+ | </dd> | ||
+ | |||
+ | <!-- Note Section END --> | ||
</dl> | </dl> | ||
− | + | ||
<!-- CONTINUE Notes --> | <!-- CONTINUE Notes --> | ||
<dl class="command_description"> | <dl class="command_description"> | ||
− | <dd class="notedate">Posted on October | + | <dd class="notedate">Posted on October 7, 2020 - 12:24 (UTC)</dd> |
− | + | <dt class="note">[[User:R3vo|R3vo]]</dt> | |
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− | <dt class="note">[[User: | ||
<dd class="note"> | <dd class="note"> | ||
− | + | The sound will be distorted according to the [https://en.wikipedia.org/wiki/Doppler_effect doppler effect] when passing by the sound source quickly. | |
</dd> | </dd> | ||
</dl> | </dl> | ||
<!-- DISCONTINUE Notes --> | <!-- DISCONTINUE Notes --> |
Latest revision as of 00:35, 19 January 2021
Hover & click on the images for descriptions
Description
- Description:
-
Plays positional sound with given filename on every computer on network. At least 2 parameters must be specified.
Syntax
- Syntax:
- playSound3D [filename, soundSource, isInside, soundPosition, volume, soundPitch, distance, offset]
- Parameters:
- filename: String - see Arma 3: Sound Files for available filenames or Example 3 to use mission files.
- soundSource: Object - the object emitting the sound. If "sound position" is specified this parameter is ignored
- isInside: Boolean - (Optional, default false)
- soundPosition: PositionASL - (Optional, default [0,0,0]) position for sound emitter, will override "sound source" position.
- volume: Number - (Optional, default 1) Maximum value: 5 (limited since A3 v1.91.145537)
- soundPitch: Number - (Optional, default 1) 1: Normal, 0.5: Darth Vader, 2: Chipmunks, etc.
- distance: Number - (Optional, default 0) How far is sound audible (0 = no max distance)
- offset: Scalar - (Optional, default 0) Offset in seconds. Same as with playMusic Since Arma 3 v1.99.146480
- Return Value:
- Nothing
Examples
- Example 1:
-
playSound3D ["A3\Sounds_F\sfx\blip1.wav", player]
- Example 2:
-
playSound3D ["A3\Sounds_F\sfx\blip1.wav", player, false, getPosASL player, 1, 1, 0]
- Example 3:
-
playSound3D [getMissionPath "mySound.ogg", player]; // to play a mission directory sound
- Example 4:
- Sound file extension must be specified even if a config entry has none:
playSound3D ["A3\Sounds_F\sfx\alarm_independent", player]; // no sound playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player]; // alarm
Additional Information
- See also:
- say3DplaySoundsay2DsaycreateSoundSourcesetRandomLipgetMissionPath
- Groups:
- Sounds
Notes
- Posted on September 26, 2014 - 09:18 (UTC)
- Killzone Kid
- Currently, playSound3D is not JIP compatible, so joining players will not hear the sound if is started before and is still playing when player joins.
- Posted on November 8, 2014 - 21:48 (UTC)
- Killzone Kid
-
When object is supplied but not a position, the position is taken from object, otherwise the position is taken from supplied position. That doesn't mean that when position is taken from object it is going to follow object when it changes position. The sound is generated at object position and it stays there.
One other important note: If soundSource param is objNull then his command develops the same bug with first person view as createSoundSource and say3D. If soundSource param is player then the bug is inverted. It seems that passing vehicle player as soundSource param is the only way to make it behave correctly when vehicles involved.
- Posted on October 7, 2020 - 12:24 (UTC)
- R3vo
- The sound will be distorted according to the doppler effect when passing by the sound source quickly.