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arma2:sound [2010-09-10 05:08]
snakeman created sound initial page.
arma2:sound [2010-09-10 06:35]
snakeman added more details.
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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 ​= small random number unique for each vehicle, range [0, 1]+  * randomizer ​= small random number unique for each vehicle, range [0, 1]
   * 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:
  };  };
 </​code>​ </​code>​
 +
 +CfgEnvSounds example
 +<code cpp>
 +class CfgEnvSounds
 +{
 +        class Meadows
 +        {
 +        sound[] ={"​\ca\sounds\Ambient\meadows\wind-meadow-2",​0.0316228,​1};​
 +        volume = "​(1-forest)*(1-houses)*(1-night)*(1-sea)";​
 +        randSamp1[] ={"​ca\sounds\Ambient\meadows\meadow_sfx_01",​0.1,"​125",​0.15,​8,​15,​20};​
 +        randSamp2[] ={"​ca\sounds\Ambient\meadows\meadow_sfx_02",​0.1,​1,​25,​0.15,​8,​15,​20};​
 +        randSamp3[] ={"​ca\sounds\Ambient\meadows\meadow_sfx_03",​0.1,"​125",​0.15,​15,​30,​40};​
 +        randSamp4[] ={"​ca\sounds\Ambient\meadows\meadow_sfx_04_crickets",​0.01,​1,​25,​0.15,​15,​30,​40};​
 +        randSamp5[] ={"​ca\sounds\Ambient\meadows\meadow_sfx_05_crickets",​0.00562341,​1,​25,​0.1,​8,​15,​20};​
 +        randSamp6[] ={"​ca\sounds\Ambient\meadowsmeadow-sfx-06",​0.01,​1,​25,​0.1,​8,​10,​20};​
 +        random[] ={"​randSamp1","​randSamp2","​randSamp3","​randSamp4","​randSamp5","​randSamp6"​};​
 +        };
 +
 +        class Forest
 +        {
 +                sound[] ={"​ca\sounds\Ambient\forestforest-day-2",​0.0398107,​1};​
 +                volume = "​forest*(1-night)";​
 +                randSamp11[] ={"​ca\sounds\Ambient\forestforest-sfx-9bird",​0.1,​1,​30,​0.14,​5,​8,​10};​
 +                randSamp10[] ={"​ca\sounds\Ambient\forestforest-sfx-12datel",​0.1,​30,​0.125,​10,​20,​40};​
 +                randSamp0[] ={"​ca\sounds\Ambient\forestforest-sfx-5bird",​0.125893,​1,​30,​0.13,​4,​8,​12};​
 +                randSamp1[] ={"​ca\sounds\Ambient\forestforest-sfx-6bird",​0.125893,​1,​30,​0.125,​4,​8,​12};​
 +                randSamp2[] ={"​ca\sounds\Ambient\forestforest-sfx-7bird",​0.125893,​1,​30,​0.125,​4,​8,​12};​
 +                randSamp3[] ={"​ca\sounds\Ambient\forestforest-sfx-8bird",​0.125893,​1,​30,​0.1,​4,​8,​12};​
 +                randSamp8[] ={"​ca\sounds\Ambient\forestforest-sfx-10bird-flapping",​0.1,​1,​30,​0.04,​10,​20,​40};​
 +                randSamp9[] ={"​ca\sounds\Ambient\forestforest-sfx-11holub-flapping",​0.1,​1,​30,​0.04,​10,​20,​40};​
 +                randSamp4[] ={"​ca\sounds\Ambient\forestforest-sfx-1",​0.1,​1,​30,​0.025,​4,​8,​10};​
 +                randSamp5[] ={"​ca\sounds\Ambient\forestforest-sfx-2",​0.1,​1,​30,​0.025,​4,​8,​10};​
 +                randSamp6[] ={"​ca\sounds\Ambient\forestforest-sfx-3",​0.1,​1,​30,​0.025,​4,​8,​10};​
 +                randSamp7[] ={"​ca\sounds\Ambient\forestforest-sfx-4",​0.1,​1,​30,​0.025,​4,​8,​10};​
 +                random[] ={"​randSamp11","​randSamp10","​randSamp0","​randSamp1","​randSamp2","​randSamp3","​randSamp8","​randSamp9","​randSamp4","​randSamp5","​randSamp6","​randSamp7"​};​
 +        };
 +
 +        class ForestNight
 +        {
 +                sound[] ={"​ca\sounds\Ambient\forestforest-night-1",​0.0562341,​1};​
 +                volume = "​forest*night";​
 +                randSamp1[] ={"​ca\sounds\Ambient\forestforest-night-sfx-1",​0.1,"​125",​0.15,​8,​15,​20};​
 +                randSamp2[] ={"​ca\sounds\Ambient\forestforest-night-sfx-2",​0.1,​1,​25,​0.15,​8,​15,​20,​30};​
 +                randSamp3[] ={"​ca\sounds\Ambient\forestforest-sfx-10bird-flapping",​0.1,"​125",​0.15,​15,​30,​40};​
 +                randSamp4[] ={"​ca\sounds\Ambient\forestforest-sfx-11holub-flapping",​0.1,"​125",​0.15,​15,​30,​40};​
 +                randSamp5[] ={"​ca\sounds\Ambient\forestforest-sfx-1",​0.0562341,​1,​25,​0.1,​8,​15,​20};​
 +                randSamp6[] ={"​ca\sounds\Ambient\forestforest-sfx-2",​0.0562341,​1,​25,​0.1,​8,​10,​20};​
 +                randSamp7[] ={"​ca\sounds\Ambient\forestforest-sfx-3",​0.0562341,​1,​25,​0.1,​8,​10,​20};​
 +                randSamp8[] ={"​ca\sounds\Ambient\forestforest-sfx-4",​0.0562341,​1,​25,​0.1,​8,​10,​20};​
 +                random[] ={"​randSamp1","​randSamp2","​randSamp3","​randSamp4","​randSamp5","​randSamp6","​randSamp7","​randSamp8"​};​
 +        };
 +
 +        class Rain
 +        {
 +                sound[] ={"​\Ca\sounds\Ambient\rain\rain_hard1",​0.177828,​1};​
 +                volume = "​rain";​
 +                soundNight[] ={"​\Ca\sounds\Ambient\rain\rain_hard1",​0.177828,​1};​
 +        };
 +</​code>​
 +
 +Solid insideSoundCoeff'​s
 +<code cpp>
 +// UH60
 +insideSoundCoef = 0.001;
 +occludeSoundsWhenIn = 0.02;
 +obstructSoundsWhenIn = 0.02;
 +</​code>​
 +
 +EngineLowOut {"​A10_Ext_Engine_Low",​ 45.2387, 1, 700}
 +
 +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 {"​A10_Ext_Engine_High",​ 25.2387, 1, 1100}
 +
 +This is the '​throttle'​ sound, the sound activates when you apply acceleration as well as sounding at other (from what I can tell) drastic stick movements ? Had to define when you start to hear it but somewhere between the two others gives me the best results during a flyby.
 +
 +ForsageOut {"​A10_Ext_Engine_Idle",​ 40.2387, 1, 4000}
 +
 +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.
 +
 +{"​V_55",​ 1.0, 0.5, 900};\\
 +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 ยท Last modified: 2011-06-30 14:17 (external edit)