PMC websites shut down September 13th 2025 unless yearly web hosting fees are paid. Please Support PMC to help keep these websites online.

Enjoyed or found this pages content useful, please Support PMC to help me keep this web page online beyond september 13th 2025 when yearly web hosting fees are due.

User Tools

Site Tools


arma:cfgenvsounds

ArmA 1 cfgEnvSounds

ArmA 1 Forum, ArmA 1 Home, ArmA 1 Config, ArmA 1 Tools, ArmA 1 File Formats, ArmA 1 Missions, ArmA 1 3D Modeling, ArmA 1 Terrain, ArmA 1 Texturing, ArmA 1 Scripting

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.

arma/cfgenvsounds.txt · Last modified: 2024/08/01 15:50 by snakeman