arma2:sound
Differences
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arma2:sound [2010/09/10 05:08] – created sound initial page. snakeman | arma2:sound [2010/09/10 06:35] – added more details. snakeman | ||
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* frequency range is [0.6, inf] but usable range is somewhere about 1 that's [0.8, 1.2] | * frequency range is [0.6, inf] but usable range is somewhere about 1 that's [0.8, 1.2] | ||
- | * randomize | + | * randomizer |
* angular velocity - but this controller is not much usable, because values are discrete, not smooth, so in frame N it should be 0 and in frame N+1 it should be 2 | * angular velocity - but this controller is not much usable, because values are discrete, not smooth, so in frame N it should be 0 and in frame N+1 it should be 2 | ||
* factor - linear interpolation between A and B based on x, value = A + (B - A) *x, trick to get peak is using min{ X factor [A, B], X factor [B, A] } | * factor - linear interpolation between A and B based on x, value = A + (B - A) *x, trick to get peak is using min{ X factor [A, B], X factor [B, A] } | ||
Line 59: | Line 59: | ||
}; | }; | ||
</ | </ | ||
+ | |||
+ | CfgEnvSounds example | ||
+ | <code cpp> | ||
+ | class CfgEnvSounds | ||
+ | { | ||
+ | class Meadows | ||
+ | { | ||
+ | sound[] ={" | ||
+ | volume = " | ||
+ | randSamp1[] ={" | ||
+ | randSamp2[] ={" | ||
+ | randSamp3[] ={" | ||
+ | randSamp4[] ={" | ||
+ | randSamp5[] ={" | ||
+ | randSamp6[] ={" | ||
+ | random[] ={" | ||
+ | }; | ||
+ | |||
+ | class Forest | ||
+ | { | ||
+ | sound[] ={" | ||
+ | volume = " | ||
+ | randSamp11[] ={" | ||
+ | randSamp10[] ={" | ||
+ | randSamp0[] ={" | ||
+ | randSamp1[] ={" | ||
+ | randSamp2[] ={" | ||
+ | randSamp3[] ={" | ||
+ | randSamp8[] ={" | ||
+ | randSamp9[] ={" | ||
+ | randSamp4[] ={" | ||
+ | randSamp5[] ={" | ||
+ | randSamp6[] ={" | ||
+ | randSamp7[] ={" | ||
+ | random[] ={" | ||
+ | }; | ||
+ | |||
+ | class ForestNight | ||
+ | { | ||
+ | sound[] ={" | ||
+ | volume = " | ||
+ | randSamp1[] ={" | ||
+ | randSamp2[] ={" | ||
+ | randSamp3[] ={" | ||
+ | randSamp4[] ={" | ||
+ | randSamp5[] ={" | ||
+ | randSamp6[] ={" | ||
+ | randSamp7[] ={" | ||
+ | randSamp8[] ={" | ||
+ | random[] ={" | ||
+ | }; | ||
+ | |||
+ | class Rain | ||
+ | { | ||
+ | sound[] ={" | ||
+ | volume = " | ||
+ | soundNight[] ={" | ||
+ | }; | ||
+ | </ | ||
+ | |||
+ | Solid insideSoundCoeff' | ||
+ | <code cpp> | ||
+ | // UH60 | ||
+ | insideSoundCoef = 0.001; | ||
+ | occludeSoundsWhenIn = 0.02; | ||
+ | obstructSoundsWhenIn = 0.02; | ||
+ | </ | ||
+ | |||
+ | EngineLowOut {" | ||
+ | |||
+ | This sound you should hear last, its the rumble or 'jet wash' you get when an aircraft makes as it gets closer to your position. | ||
+ | |||
+ | EngineHighOut {" | ||
+ | |||
+ | This is the ' | ||
+ | |||
+ | ForsageOut {" | ||
+ | |||
+ | This is the main engine sound, this kicks in as the the engine_start sound is fading out and plays a constant loop until you stop the engine or it gets destroyed. | ||
+ | |||
+ | {" | ||
+ | 1.0 is volume at source\\ | ||
+ | 0.5 is pitch 0.0 being same as orginal sample\\ | ||
+ | 900 is volume over distance (how far it can be heard) | ||
Check out basic [[sound_config_tutorial|Sound config tutorial]]. | Check out basic [[sound_config_tutorial|Sound config tutorial]]. |
arma2/sound.txt · Last modified: 2024/08/02 12:36 by snakeman