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arma:cfgenvsounds

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arma:cfgenvsounds [2024/08/01 15:50] (current) – links added. snakeman
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 +====== ArmA 1 cfgEnvSounds ======
 +
 +[[https://www.pmctactical.org/forum/viewforum.php?f=42|ArmA 1 Forum]], [[:arma|ArmA 1 Home]], [[arma:config|ArmA 1 Config]], [[arma:tools|ArmA 1 Tools]], [[arma:file_formats|ArmA 1 File Formats]], [[arma:missions|ArmA 1 Missions]], [[arma:modeling|ArmA 1 3D Modeling]], [[arma:terrain|ArmA 1 Terrain]], [[arma:texturing|ArmA 1 Texturing]], [[arma:scripting|ArmA 1 Scripting]]
 +
 +**ArmA 1** aka Armed Assault (ArmA)
 +
 +Default ArmA cfgEnvSounds
 +<code cpp>
 +class CfgEnvSounds
 +{
 + class Default // editor - sounds from landscape
 + {
 + name = $STR_CFG_ENVSOUNDS_DEFAULT;
 + sound[]={"$DEFAULT$",0,1};
 + soundNight[]={"$DEFAULT$",0,1};
 + };
 + class Rain // rain
 + {
 + name = $STR_DN_RAIN;
 + sound[]={"\ca\Sounds\Env\hard_rain01",db-25,1};
 + soundNight[]={"\ca\Sounds\Env\hard_rain02",db-15,1};
 + };
 + class Sea // sea
 + {
 + name = $STR_DN_SEA;
 + sound[]={"\ca\Sounds\Env\wave_break_01",db-60,1};
 + soundNight[]={"\ca\Sounds\Env\wave_break_02",db-65,1};
 + };
 + class Meadows // default - no trees, no sea, no hills ...
 + {
 + name = $STR_DN_MEADOWS;
 + sound[]={"\ca\Sounds\Animals\crickets06",db-45,1};
 + soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1};
 + };
 + class MeadowsNight // default - no trees, no sea, no hills ...
 + {
 + name = $STR_DN_MEADOWS;
 + sound[]={"\ca\Sounds\Animals\crickets03",db-45,1};
 + };
 + class Trees // trees
 + {
 + name = $STR_DN_TREES;
 + sound[]={"\ca\Sounds\Env\treesbirds",db-65,1};
 + soundNight[]={"\ca\Sounds\Animals\crickets04",db-45,1};
 + };
 + class TreesNight // trees
 + {
 + name = $STR_DN_TREES;
 + sound[]={"\ca\Sounds\Animals\crickets03",db-55,1};
 + };
 +
 + class Hills // hills > 250m
 + {
 + name = $STR_DN_HILLS;
 + sound[]={"\ca\Sounds\Env\wind_day",db-45,1};
 + soundNight[]={"\ca\Sounds\Env\wind_night",db-55,1};
 + };
 + class Wind
 + {
 + name = $STR_DN_WIND;
 + sound[]={,db-75,1};
 + };
 + class Combat // desinger effect
 + {
 + name = $STR_CFG_ENVSOUNDS_COMBAT;
 + sound[]={"\ca\Sounds\Env\battle1",db-45,1};
 + soundNight[]={"\ca\Sounds\Env\battle2",db-40,1};
 + };
 +};
 +</code>
 +
 +
 +====== Individual Terrain Sounds ======
 +
 +If you want to have several terrains which each different cfgEnvSounds, then do it like this:
 +<code cpp>
 +// VTE environment sounds from ArmA VTE final alpha.
 +
 +class CfgPatches
 +{
 + class VTE_Environmental_Sounds
 + {
 + units[] = {};
 + weapons[] = {};
 + requiredVersion = 1;
 + requiredAddons[] =
 + {
 + "VTE_IaDrang"
 + };
 + preLoadAddons[] =
 + {
 + "VTE_IaDrang"
 + };
 + };
 +};
 +
 +class cfgWorlds
 +{
 + class CAWorld;
 + class VTE_IaDrang: CAWorld
 + {
 + description = "VTE Ia Drang SOUND FIX ACTIVE!";
 +
 + class CfgEnvSounds;
 + class EnvSounds: CfgEnvSounds
 + {
 + class Rain
 + {
 + name = "Rain";
 + sound[] = {"\pmc\vte_sounds\environment\junglerain3.wss", 0.8, 1};
 + soundNight[] = {"", 0, 1};
 + volume = "rain*(1-night)*(1-forest)";
 + };
 +
 + class RainNight
 + {
 + name = "RainNight";
 + sound[] = {"\pmc\vte_sounds\environment\junglerain3.wss", 0.8, 1};
 + soundNight[] = {"", 0, 1};
 + volume = "rain*(1-forest)*night";
 + };
 +
 + class RainForest
 + {
 + name = "RainForest";
 + sound[] = {"\pmc\vte_sounds\environment\junglerain3.wss", 0.8, 1};
 + soundNight[] = {"", 0, 1};
 + volume = "rain*forest";
 + };
 +
 + class RainHouses
 + {
 + name = "RainHouses";
 + sound[] = {"\pmc\vte_sounds\environment\junglerain3.wss", 0.8, 1};
 + soundNight[] = {"", 0, 1};
 + volume = "rain*houses";
 + };
 +
 + class Sea
 + {
 + name = "Sea";
 + sound[] = {"\pmc\vte_sounds\environment\jungleocean3.wss", 0.8, 1};
 + soundNight[] = {"", 0, 1};
 + volume = "sea*(1-night)";
 + };
 +
 + class SeaNight
 + {
 + name = "SeaNight";
 + sound[] = {"\pmc\vte_sounds\environment\jungleocean3.wss", 0.8, 1};
 + soundNight[] = {"", 0, 1};
 + volume = "sea*night";
 + };
 +
 + class Meadows
 + {
 + name = "Meadows";
 + sound[] = {"\pmc\vte_sounds\environment\jungleambience3.wss", 0.8, 1};
 + volume = "meadow*(1-rain)*(1-night)";
 + };
 +
 + class MeadowsNight
 + {
 + name = "Meadows night";
 + sound[] = {"\pmc\vte_sounds\environment\junglenight3.wss", 0.8, 1};
 + volume = "meadow*(1-rain)*night";
 + };
 +
 + class Trees
 + {
 + name = "Trees";
 + sound[] = {"\pmc\vte_sounds\environment\jungleambience3.wss", 0.8, 1};
 + volume = "trees*(1-rain)*(1-night)";
 + };
 +
 + class TreesNight
 + {
 + name = "Trees night";
 + sound[] = {"\pmc\vte_sounds\environment\junglenight3.wss", 0.8, 1};
 + volume = "trees*(1-rain)*night";
 + };
 +
 + class Hills
 + {
 + name = "Hills";
 + sound[] = {"\pmc\vte_sounds\environment\jungleambience3.wss", 0.8, 1};
 + volume = "hills*(1-night)";
 + };
 +
 + class HillsNight
 + {
 + name = "HillsNight";
 + sound[] = {"\pmc\vte_sounds\environment\junglenight3.wss", 0.8, 1};
 + soundNight[] = {"", 0, 1};
 + volume = "hills*night";
 + };
 +
 + class Wind
 + {
 + name = "Wind";
 + sound[] = {"", 0.000177828, 1};
 + volume = "(1-hills)*windy*0.5";
 + };
 + };
 + };
 +};
 +</code>
 +The key is to use **class EnvSounds: CfgEnvSounds** to apply the sounds into this specific terrain.