====== ArmA 1 cfgEnvSounds ======
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**ArmA 1** aka Armed Assault (ArmA)
Default ArmA cfgEnvSounds
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};
};
};
====== Individual Terrain Sounds ======
If you want to have several terrains which each different cfgEnvSounds, then do it like this:
// 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";
};
};
};
};
The key is to use **class EnvSounds: CfgEnvSounds** to apply the sounds into this specific terrain.