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arma:cfgenvsounds [2010-09-17 17:17]
arma:cfgenvsounds [2010-09-17 17:17] (current)
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 +====== cfgEnvSounds ======
  
 +Default ArmA cfgEnvSounds
 +<code cpp>
 +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};​
 + };
 +};
 +</​code>​
 +
 +
 +====== Individual Terrain Sounds ======
 +
 +If you want to have several terrains which each different cfgEnvSounds,​ then do it like this:
 +<code cpp>
 +// 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";​
 + };
 + };
 + };
 +};
 +</​code>​
 +The key is to use **class EnvSounds: CfgEnvSounds** to apply the sounds into this specific terrain.
arma/cfgenvsounds.txt ยท Last modified: 2010-09-17 17:17 (external edit)