arma:cfgenvsounds
Differences
This shows you the differences between two versions of the page.
| Previous revision | |||
| — | arma:cfgenvsounds [2024/08/01 15:50] (current) – links added. snakeman | ||
|---|---|---|---|
| Line 1: | Line 1: | ||
| + | ====== ArmA 1 cfgEnvSounds ====== | ||
| + | |||
| + | [[https:// | ||
| + | |||
| + | **ArmA 1** aka Armed Assault (ArmA) | ||
| + | |||
| + | Default ArmA cfgEnvSounds | ||
| + | <code cpp> | ||
| + | class CfgEnvSounds | ||
| + | { | ||
| + | class Default // editor - sounds from landscape | ||
| + | { | ||
| + | name = $STR_CFG_ENVSOUNDS_DEFAULT; | ||
| + | sound[]={" | ||
| + | soundNight[]={" | ||
| + | }; | ||
| + | class Rain // rain | ||
| + | { | ||
| + | name = $STR_DN_RAIN; | ||
| + | sound[]={" | ||
| + | soundNight[]={" | ||
| + | }; | ||
| + | class Sea // sea | ||
| + | { | ||
| + | name = $STR_DN_SEA; | ||
| + | sound[]={" | ||
| + | soundNight[]={" | ||
| + | }; | ||
| + | class Meadows // default - no trees, no sea, no hills ... | ||
| + | { | ||
| + | name = $STR_DN_MEADOWS; | ||
| + | sound[]={" | ||
| + | soundNight[]={" | ||
| + | }; | ||
| + | class MeadowsNight // default - no trees, no sea, no hills ... | ||
| + | { | ||
| + | name = $STR_DN_MEADOWS; | ||
| + | sound[]={" | ||
| + | }; | ||
| + | class Trees // trees | ||
| + | { | ||
| + | name = $STR_DN_TREES; | ||
| + | sound[]={" | ||
| + | soundNight[]={" | ||
| + | }; | ||
| + | class TreesNight // trees | ||
| + | { | ||
| + | name = $STR_DN_TREES; | ||
| + | sound[]={" | ||
| + | }; | ||
| + | |||
| + | class Hills // hills > 250m | ||
| + | { | ||
| + | name = $STR_DN_HILLS; | ||
| + | sound[]={" | ||
| + | soundNight[]={" | ||
| + | }; | ||
| + | class Wind | ||
| + | { | ||
| + | name = $STR_DN_WIND; | ||
| + | sound[]={, | ||
| + | }; | ||
| + | class Combat // desinger effect | ||
| + | { | ||
| + | name = $STR_CFG_ENVSOUNDS_COMBAT; | ||
| + | sound[]={" | ||
| + | soundNight[]={" | ||
| + | }; | ||
| + | }; | ||
| + | </ | ||
| + | |||
| + | |||
| + | ====== Individual Terrain Sounds ====== | ||
| + | |||
| + | If you want to have several terrains which each different cfgEnvSounds, | ||
| + | <code cpp> | ||
| + | // VTE environment sounds from ArmA VTE final alpha. | ||
| + | |||
| + | class CfgPatches | ||
| + | { | ||
| + | class VTE_Environmental_Sounds | ||
| + | { | ||
| + | units[] = {}; | ||
| + | weapons[] = {}; | ||
| + | requiredVersion = 1; | ||
| + | requiredAddons[] = | ||
| + | { | ||
| + | " | ||
| + | }; | ||
| + | preLoadAddons[] = | ||
| + | { | ||
| + | " | ||
| + | }; | ||
| + | }; | ||
| + | }; | ||
| + | |||
| + | class cfgWorlds | ||
| + | { | ||
| + | class CAWorld; | ||
| + | class VTE_IaDrang: | ||
| + | { | ||
| + | description = "VTE Ia Drang SOUND FIX ACTIVE!"; | ||
| + | |||
| + | class CfgEnvSounds; | ||
| + | class EnvSounds: CfgEnvSounds | ||
| + | { | ||
| + | class Rain | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | soundNight[] = {"", | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class RainNight | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | soundNight[] = {"", | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class RainForest | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | soundNight[] = {"", | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class RainHouses | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | soundNight[] = {"", | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class Sea | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | soundNight[] = {"", | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class SeaNight | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | soundNight[] = {"", | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class Meadows | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class MeadowsNight | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class Trees | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class TreesNight | ||
| + | { | ||
| + | name = "Trees night"; | ||
| + | sound[] = {" | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class Hills | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class HillsNight | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {" | ||
| + | soundNight[] = {"", | ||
| + | volume = " | ||
| + | }; | ||
| + | |||
| + | class Wind | ||
| + | { | ||
| + | name = " | ||
| + | sound[] = {"", | ||
| + | volume = " | ||
| + | }; | ||
| + | }; | ||
| + | }; | ||
| + | }; | ||
| + | </ | ||
| + | The key is to use **class EnvSounds: CfgEnvSounds** to apply the sounds into this specific terrain. | ||
