say3D: Difference between revisions

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|eff= local
|eff= local


|gr1= Broken Commands
|gr1= Sounds
 
|gr2= Sounds


|descr= Lets an object say given sound in 3D space.
|descr= Lets an object say given sound in 3D space.
This allows broadcasting of positional music or sound from a source, without having to script a fade sound or music command.
This allows broadcasting of positional music or sound from a source, without having to script a fade sound or music command.
Compare this with [[say2D]] which will always play a sound at the location of the player after he has been in the vicinity of a broadcasting sound.
Compare this with [[say2D]] which will always play a sound at the location of the player after he has been in the vicinity of a broadcasting sound.
Sound is defined in [[Description.ext#CfgSounds|"CfgSounds"]] of the [[Description.ext]] or main config.
Sound is defined in {{Link|Description.ext#CfgSounds|"CfgSounds"}} of the [[Description.ext]] or main config.


{{Feature | Informative | You can stop [[say3D]] sound currently playing in 2 ways:
{{Feature|informative|
* delete the source of the sound (from) with [[deleteVehicle]], or
* an object can only "say" '''one''' sound at a time
* kill the source with e.g [[setDamage]].}}
* in order to stop a [[say3D]] sound:
** delete the returned '''sound source''' with [[deleteVehicle]], or
** kill the '''sound source''' with e.g [[setDamage]].
* prior to {{GVI|arma3|2.00}}, the '''sound source''' object was not returned by the command, so the '''from''' object had to be deleted instead (see Examples [[#Example 2|2]] and [[#Example 3|3]]).
* forcing the speed of sound simulation:
** may delay the queued sound to play right after the previous sound, even if the second sound does not simulate sound delay (e.g sound 1 plays with a 5s delay, ends, ''then'' sound 2 plays)
** if the queued sound uses speed of sound simulation, it will be delayed from the end of the first sound (they will not follow "as expected")
** makes the ''offset'' parameter ignored.
}}


|pr= For some unknown reason if at the moment of command execution the player is in first person view and is inside a vehicle, the sound created is greatly attenuated.
|pr= If the player is in first person view inside a vehicle at the moment of command execution, the sound created is greatly attenuated.


|s1= from [[say3D]] sound
|s1= from [[say3D]] sound


|p1= from: [[Object]] - Origin of the sound
|p1= from: [[Object]] or [[Array]] of [[Object]]s
* [[Object]] - origin of the sound
* [[Array]] - format is [from, to] where:
** from: [[Object]] - origin of the sound
** to: [[Object]] - target


|p2= sound: [[String]] - Classname of the sound to be played. Defined in [[Description.ext#CfgSounds|CfgSounds]] including [[Description.ext]]
|p2= sound: [[String]] or [[Array]]
* [[String]] - classname of the sound to be played. Defined in [[CfgSounds]] including [[Description.ext]]
* [[Array]] format [sound, maxDistance, pitch, isSpeech, offset, simulateSpeedOfSound] where:
** sound: [[String]] - classname of the sound to be played. Defined in [[Description.ext#CfgSounds|CfgSounds]] including [[Description.ext]]
** maxDistance: [[Number]] - (Optional, default 100) maximum distance in meters at which the sound can be heard
** pitch: [[Number]] - (Optional, default 1) pitch of the sound
** {{GVI|arma3|1.92|size= 0.75}} isSpeech: [[Boolean]] or {{GVI|arma3|2.04|size= 0.75}} [[Number]] - (Optional, default [[false]])
*** 0/[[false]] = play as sound ([[fadeSound]] applies)
*** 1/[[true]] = play as speech ([[fadeSpeech]] applies), filters are not applied to it (i.e. house or vehicle interior one)
*** 2 = play as sound ([[fadeSound]] applies) without interior/vehicle muffling
** {{GVI|arma3|2.00|size= 0.75}} offset: [[Number]] - (Optional, default 0) offset in seconds; ignored when ''simulateSpeedOfSound'' is used
** {{GVI|arma3|2.18|size= 0.75}} simulateSpeedOfSound: [[Boolean]] - (Optional, default [[false]]) [[true]] to simulate speed of sound (see description note)


|r1= [[Object]] - The sound source (was [[Nothing]] before {{arma3}} v2.00)
|r1= [[Object]] - the sound source (was [[Nothing]] before {{GVI|arma3|2.00|size= 0.75}})


|s2= from [[say3D]] [sound, maxDistance, pitch, isSpeech, offset]
|x1= All possible combinations:
<sqf>
helicopter1 say3D "FortunateSon";
helicopter1 say3D ["FortunateSon", 500, 1, 0, 0, true];
[helicopter1, player] say3D "FortunateSon";
[helicopter1, player] say3D ["FortunateSon", 500, 1, 0, 0, true];
</sqf>


|p21= from: [[Object]] - Origin of the sound
|x2= Workaround for dead bodies:
<sqf>
private _dummy = "#particlesource" createVehicleLocal ASLToAGL getPosWorld _corpse;
_dummy say3D "whatever";
_dummy spawn {
sleep 5; // at least the length of your sound
deleteVehicle _this;
};
</sqf>


|p22= sound: [[String]] - Classname of the sound to be played. Defined in [[Description.ext#CfgSounds|CfgSounds]] including [[Description.ext]]
|x3= <sqf>
// Since {{arma3}} v2.00, the sound source is returned and can be deleted directly
_soundSrc = helicopter1 say3D "Fortunateson";
sleep 5;
deleteVehicle _soundSrc; // stop the sound after ~5 seconds
</sqf>


|p23= maxDistance: [[Number]] - (Optional, default 100) Maximum distance in meters at which the sound can be heard
|seealso= [[say]] [[say2D]] [[playSound]] [[playSound3D]] [[createSoundSource]] [[playSoundUI]] [[setRandomLip]]
}}


|p24= pitch: [[Number]] - (Optional, default 1) Pitch of the sound
{{Note
|user= Rocket
|timestamp= 20130307131700
|text= The only difference with this command and [[say]] is during cutscenes (when some [[Camera Tutorial|camera effect]] is active). In cutscenes, [[say3D]] is 3D, [[say]] is not.
}}


|p25= isSpeech: [[Boolean]] -  (Optional, default [[false]])
{{Note
* [[true]] = play as speech ([[fadeSpeech]] applies), filters are not applied to it (i.e. house or vehicle interior one)
|user= Benargee
* [[false]] = play as sound, [[fadeSound]] applies
|timestamp= 20150619212600
|p25since= arma3 1.92
|text= In {{arma2}} 1.63, the object this command is assigned to must be alive for the sound to broadcast. If the object is killed while the sound is still playing, the sound will stop immediately. <br>
 
Here is {{Link|http://forums.bistudio.com/showthread.php?146122-Making-a-dead-soldier-play-a-sound-in-3d|a link to the forum}} to get around this issue.<br>
|p26= offset: [[Scalar]] - (Optional, default 0) Offset in seconds. Same as [[playMusic]].
I have not tested this in {{arma3}} yet.
|p26since= arma3 2.00
}}
 
|r2= [[Object]] - The sound source (was [[Nothing]] before {{arma3}} v2.00)
 
|s3= [from, to] [[say3D]] sound
 
|p41= from: [[Object]] - Origin of the sound
 
|p42= to: [[Object]] - Target
 
|p43= sound: [[String]] - Classname of the sound to be played. Defined in [[Description.ext#CfgSounds|CfgSounds]] including [[Description.ext]]
 
|r3= [[Object]] - The sound source (was [[Nothing]] before {{arma3}} v2.00)
 
|s4= [from, to] [[say3D]] [sound, maxDistance, pitch, isSpeech, offset]
 
|p61= from: [[Object]] - Origin of the sound
 
|p62= to: [[Object]] - Target
 
|p63= sound: [[String]] - Classname of the sound to be played. Defined in [[Description.ext#CfgSounds|CfgSounds]] including [[Description.ext]]
 
|p64= maxDistance: [[Number]] - (Optional, default 100) Maximum distance in meters at which the sound can be heard
 
|p65= pitch: [[Number]] - (Optional, default 1) Pitch of the sound
 
|p66= isSpeech: [[Boolean]] - (Optional, default [[false]])
* [[true]] = play as speech ([[fadeSpeech]] applies), filters are not applied to it (i.e. house or vehicle interior one)
* [[false]] = play as sound, [[fadeSound]] applies
|p66since= arma3 2.00
 
|p67= offset: [[Number]] - (Optional, default 0) Offset in seconds. Same as [[playMusic]].
|p67since= arma3 2.00
 
|r4= [[Object]] - The sound source (was [[Nothing]] before {{arma3}} v2.00)


|x1= <code>helicopter1 [[say3D]] "Fortunateson";</code>
{{Note
 
|user= Killzone_Kid
|x2= Workaround for dead bodies:
|timestamp= 20170311144300
<code>[[private]] _dummy = "#particlesource" [[createVehicleLocal]] [[ASLToAGL]] [[getPosWorld]] _corpse;
|text= This command creates sound object "#soundonvehicle" which can be detected with [[allMissionObjects]]:
_dummy [[say3D]] "whatever";
<sqf>
_dummy [[spawn]] {
onEachFrame { hintSilent str allMissionObjects "#soundonvehicle" };
[[sleep]] 5; {{cc|at least the length of your sound}}
0 spawn { sleep 1; player say3D "Alarm" };
[[deleteVehicle]] _this;
</sqf>
};</code>
 
|seealso= [[say]], [[say2D]], [[playSound]], [[createSoundSource]]
}}
}}
<dl class="command_description">
<dt><dt>
<dd class="notedate">Posted on 7 March 2013</dd>
<dt class="note">[[User:Rocket|Rocket]]</dt>
<dd class="note">
The only difference with this command and [[say]] is during cutscenes (when some camera effect is active). In cutscenes, [[say3D]] is 3D, [[say]] is not.
</dd>
<dt><dt>
<dd class="notedate">Posted on July 19, 2015 - 21:26 (UTC)</dd>
<dt class="note">[[User:Benargee|Benargee]]</dt>
<dd class="note">In {{arma2}} 1.63, the object this command is assigned to must be alive for the sound to broadcast. If the object is killed while the sound is still playing, the sound will stop immediately. <br>
Here is [http://forums.bistudio.com/showthread.php?146122-Making-a-dead-soldier-play-a-sound-in-3d a link to the forum] to get around this issue.<br>
I have not tested this in Arma 3 yet.
</dd>
<dt><dt>
<dd class="notedate">Posted on March 11, 2017 - 14:43 (UTC)</dd>
<dt class="note">[[User:Killzone Kid|Killzone Kid]]</dt>
<dd class="note">
This command creates sound object "#soundonvehicle" which can be detected with [[allMissionObjects]]:
<code>[[onEachFrame]] {[[hintSilent]] [[str]] [[allMissionObjects]] "#soundonvehicle"};
[] [[spawn]] {[[sleep]] 1; [[player]] [[say3D]] "Alarm"};</code>
</dd>
</dl>

Latest revision as of 16:06, 8 February 2024

Hover & click on the images for description

Description

Description:
Lets an object say given sound in 3D space. This allows broadcasting of positional music or sound from a source, without having to script a fade sound or music command. Compare this with say2D which will always play a sound at the location of the player after he has been in the vicinity of a broadcasting sound. Sound is defined in "CfgSounds" of the Description.ext or main config.
  • an object can only "say" one sound at a time
  • in order to stop a say3D sound:
  • prior to Arma 3 logo black.png2.00, the sound source object was not returned by the command, so the from object had to be deleted instead (see Examples 2 and 3).
  • forcing the speed of sound simulation:
    • may delay the queued sound to play right after the previous sound, even if the second sound does not simulate sound delay (e.g sound 1 plays with a 5s delay, ends, then sound 2 plays)
    • if the queued sound uses speed of sound simulation, it will be delayed from the end of the first sound (they will not follow "as expected")
    • makes the offset parameter ignored.
Problems:
If the player is in first person view inside a vehicle at the moment of command execution, the sound created is greatly attenuated.
Groups:
Sounds

Syntax

Syntax:
from say3D sound
Parameters:
from: Object or Array of Objects
  • Object - origin of the sound
  • Array - format is [from, to] where:
sound: String or Array
  • String - classname of the sound to be played. Defined in CfgSounds including Description.ext
  • Array format [sound, maxDistance, pitch, isSpeech, offset, simulateSpeedOfSound] where:
    • sound: String - classname of the sound to be played. Defined in CfgSounds including Description.ext
    • maxDistance: Number - (Optional, default 100) maximum distance in meters at which the sound can be heard
    • pitch: Number - (Optional, default 1) pitch of the sound
    • Arma 3 logo black.png1.92 isSpeech: Boolean or Arma 3 logo black.png2.04 Number - (Optional, default false)
      • 0/false = play as sound (fadeSound applies)
      • 1/true = play as speech (fadeSpeech applies), filters are not applied to it (i.e. house or vehicle interior one)
      • 2 = play as sound (fadeSound applies) without interior/vehicle muffling
    • Arma 3 logo black.png2.00 offset: Number - (Optional, default 0) offset in seconds; ignored when simulateSpeedOfSound is used
    • Arma 3 logo black.png2.18 simulateSpeedOfSound: Boolean - (Optional, default false) true to simulate speed of sound (see description note)
Return Value:
Object - the sound source (was Nothing before Arma 3 logo black.png2.00)

Examples

Example 1:
All possible combinations:
helicopter1 say3D "FortunateSon"; helicopter1 say3D ["FortunateSon", 500, 1, 0, 0, true]; [helicopter1, player] say3D "FortunateSon"; [helicopter1, player] say3D ["FortunateSon", 500, 1, 0, 0, true];
Example 2:
Workaround for dead bodies:
private _dummy = "#particlesource" createVehicleLocal ASLToAGL getPosWorld _corpse; _dummy say3D "whatever"; _dummy spawn { sleep 5; // at least the length of your sound deleteVehicle _this; };
Example 3:
// Since Arma 3 v2.00, the sound source is returned and can be deleted directly _soundSrc = helicopter1 say3D "Fortunateson"; sleep 5; deleteVehicle _soundSrc; // stop the sound after ~5 seconds

Additional Information

See also:
say say2D playSound playSound3D createSoundSource playSoundUI setRandomLip

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
Rocket - c
Posted on Mar 07, 2013 - 13:17 (UTC)
The only difference with this command and say is during cutscenes (when some camera effect is active). In cutscenes, say3D is 3D, say is not.
Benargee - c
Posted on Jun 19, 2015 - 21:26 (UTC)
In Arma 2 1.63, the object this command is assigned to must be alive for the sound to broadcast. If the object is killed while the sound is still playing, the sound will stop immediately.
Here is a link to the forum to get around this issue.
I have not tested this in Arma 3 yet.
Killzone_Kid - c
Posted on Mar 11, 2017 - 14:43 (UTC)
This command creates sound object "#soundonvehicle" which can be detected with allMissionObjects:
onEachFrame { hintSilent str allMissionObjects "#soundonvehicle" }; 0 spawn { sleep 1; player say3D "Alarm" };