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arma:cfgenvsounds

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.

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

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