setSoundEffect

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Description

Description:
Description needed
Groups:
SoundsTriggersWaypoints

Syntax

Syntax:
Syntax needed
Parameters:
trigger: Object
[sound, voice, soundEnv, soundDet]: Array of strings
Return Value:
Return value needed

Alternative Syntax

Syntax:
waypoint setSoundEffect [sound, voice, soundEnv, soundDet]
Parameters:
waypoint: Array - format Waypoint
[sound, voice, soundEnv, soundDet]: Array of strings
Return Value:
Nothing

Examples

Example 1:
_trigger setSoundEffect ["Alarm", "", "", ""];
Example 2:
[_group1,2] setSoundEffect ["Alarm", "", "", ""];
Example 3:
_trigger setSoundEffect ["$NONE$", "Alarm", "", ""];
Example 4:
_trigger setSoundEffect ["$NONE$", "", "BattlefieldExplosions3", ""];
Example 5:
_trigger setSoundEffect ["$NONE$", "", "", "Owl"];

Additional Information

See also:
See also needed

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
Posted on October 2, 2013
Neokika
To avoid having to create a dummy sound definition, you can use $NONE$ instead. private "_trigger"; _trigger = createTrigger ["EmptyDetector", position player]; _trigger setTriggerStatements ["true", "", ""]; _trigger setSoundEffect ["$NONE$", "", "BattlefieldExplosions3", ""];
Posted on March 7, 2012
old_man_auz
When using this function, I found that if the parameter sound was empty, then you would always get a 'Sound not found' error. The following code fixes this problem. You need to create a dummy sound. This is what example 3 is hinting towards. description.ext: class CfgSounds { sounds[] = {}; class NoSound { name = "NoSound"; sound[] = {"", 0, 1}; titles[] = {}; }; //Dummy sound needed for setSoundEffect command, due to stupid bug in engine. }; (code sample above written by 'CarlGustaffa' on the Bohemia Interactive forums.) script.sqf: _trigger = createTrigger[ "EmptyDetector" , _position ]; _trigger setTriggerStatements [ "true" , "" , "" ]; _trigger setSoundEffect[ "NoSound" , "" , "" , "Wind2_EP1" ];