playSoundUI: Difference between revisions

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* 0.5 → Darth Vader
* 0.5 → Darth Vader
* 2.0 → Chipmunks
* 2.0 → Chipmunks
|p4= isEffect: [[Boolean]] - (Optional, default false) Divert sound through effects channel (see [[fadeSound]], [[soundVolume]])
|p4= isEffect: [[Boolean]] - (Optional, default [[false]]) If [[true]], divert sound through effects channel (see [[fadeSound]], [[soundVolume]])


|r1= [[Nothing]]
|r1= [[Nothing]]

Revision as of 13:16, 7 July 2022

Hover & click on the images for description
Only available in Development branch(es) until its release with Arma 3 patch v2.10.

Description

Description:
Plays given CfgSounds sound or a sound file given by file path through a dedicated UI sound channel unaffected by the global mixer volumes. If the file path is given, the leading slash will be ignored.
Groups:
Sounds

Syntax

Syntax:
playSoundUI [sound, volume, soundPitch, isEffect]
Parameters:
sound: String - CfgSounds class or file as used in playSound3D (See Arma 3: Sound Files for available file names)
volume: Number - (Optional, default 1) Sound volume. A value greater than 5 gets capped
soundPitch: Number - (Optional, default 1)
  • 1.0 → normal
  • 0.5 → Darth Vader
  • 2.0 → Chipmunks
isEffect: Boolean - (Optional, default false) If true, divert sound through effects channel (see fadeSound, soundVolume)
Return Value:
Nothing

Examples

Example 1:
playSoundUI ["Alarm", 0.5, 0.5];
Example 2:
playSoundUI ["A3\Sounds_F\sfx\blip1.wss"];
Example 3:
Sound file extension must be specified even if a config entry has none:
playSoundUI ["A3\Sounds_F\sfx\alarm_independent", 5, 1]; // no sound playSoundUI ["A3\Sounds_F\sfx\alarm_independent.wss", 5, 1]; // alarm

Additional Information

See also:
say3D playSound say2D say createSoundSource setRandomLip getMissionPath playSound3D

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