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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. |