arma:cfgenvsounds
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— | arma:cfgenvsounds [2024/08/01 15:50] (current) – links added. snakeman | ||
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+ | ====== ArmA 1 cfgEnvSounds ====== | ||
+ | |||
+ | [[https:// | ||
+ | |||
+ | **ArmA 1** aka Armed Assault (ArmA) | ||
+ | |||
+ | Default ArmA cfgEnvSounds | ||
+ | <code cpp> | ||
+ | class CfgEnvSounds | ||
+ | { | ||
+ | class Default // editor - sounds from landscape | ||
+ | { | ||
+ | name = $STR_CFG_ENVSOUNDS_DEFAULT; | ||
+ | sound[]={" | ||
+ | soundNight[]={" | ||
+ | }; | ||
+ | class Rain // rain | ||
+ | { | ||
+ | name = $STR_DN_RAIN; | ||
+ | sound[]={" | ||
+ | soundNight[]={" | ||
+ | }; | ||
+ | class Sea // sea | ||
+ | { | ||
+ | name = $STR_DN_SEA; | ||
+ | sound[]={" | ||
+ | soundNight[]={" | ||
+ | }; | ||
+ | class Meadows // default - no trees, no sea, no hills ... | ||
+ | { | ||
+ | name = $STR_DN_MEADOWS; | ||
+ | sound[]={" | ||
+ | soundNight[]={" | ||
+ | }; | ||
+ | class MeadowsNight // default - no trees, no sea, no hills ... | ||
+ | { | ||
+ | name = $STR_DN_MEADOWS; | ||
+ | sound[]={" | ||
+ | }; | ||
+ | class Trees // trees | ||
+ | { | ||
+ | name = $STR_DN_TREES; | ||
+ | sound[]={" | ||
+ | soundNight[]={" | ||
+ | }; | ||
+ | class TreesNight // trees | ||
+ | { | ||
+ | name = $STR_DN_TREES; | ||
+ | sound[]={" | ||
+ | }; | ||
+ | |||
+ | class Hills // hills > 250m | ||
+ | { | ||
+ | name = $STR_DN_HILLS; | ||
+ | sound[]={" | ||
+ | soundNight[]={" | ||
+ | }; | ||
+ | class Wind | ||
+ | { | ||
+ | name = $STR_DN_WIND; | ||
+ | sound[]={, | ||
+ | }; | ||
+ | class Combat // desinger effect | ||
+ | { | ||
+ | name = $STR_CFG_ENVSOUNDS_COMBAT; | ||
+ | sound[]={" | ||
+ | soundNight[]={" | ||
+ | }; | ||
+ | }; | ||
+ | </ | ||
+ | |||
+ | |||
+ | ====== Individual Terrain Sounds ====== | ||
+ | |||
+ | If you want to have several terrains which each different cfgEnvSounds, | ||
+ | <code cpp> | ||
+ | // VTE environment sounds from ArmA VTE final alpha. | ||
+ | |||
+ | class CfgPatches | ||
+ | { | ||
+ | class VTE_Environmental_Sounds | ||
+ | { | ||
+ | units[] = {}; | ||
+ | weapons[] = {}; | ||
+ | requiredVersion = 1; | ||
+ | requiredAddons[] = | ||
+ | { | ||
+ | " | ||
+ | }; | ||
+ | preLoadAddons[] = | ||
+ | { | ||
+ | " | ||
+ | }; | ||
+ | }; | ||
+ | }; | ||
+ | |||
+ | class cfgWorlds | ||
+ | { | ||
+ | class CAWorld; | ||
+ | class VTE_IaDrang: | ||
+ | { | ||
+ | description = "VTE Ia Drang SOUND FIX ACTIVE!"; | ||
+ | |||
+ | class CfgEnvSounds; | ||
+ | class EnvSounds: CfgEnvSounds | ||
+ | { | ||
+ | class Rain | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | soundNight[] = {"", | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class RainNight | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | soundNight[] = {"", | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class RainForest | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | soundNight[] = {"", | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class RainHouses | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | soundNight[] = {"", | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class Sea | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | soundNight[] = {"", | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class SeaNight | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | soundNight[] = {"", | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class Meadows | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class MeadowsNight | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class Trees | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class TreesNight | ||
+ | { | ||
+ | name = "Trees night"; | ||
+ | sound[] = {" | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class Hills | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class HillsNight | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {" | ||
+ | soundNight[] = {"", | ||
+ | volume = " | ||
+ | }; | ||
+ | |||
+ | class Wind | ||
+ | { | ||
+ | name = " | ||
+ | sound[] = {"", | ||
+ | volume = " | ||
+ | }; | ||
+ | }; | ||
+ | }; | ||
+ | }; | ||
+ | </ | ||
+ | The key is to use **class EnvSounds: CfgEnvSounds** to apply the sounds into this specific terrain. | ||