tpw 2315 Posted July 2, 2013 I'm currently working on a falling animation mod (http://forums.bistudio.com/showthread.php?158249-Realistic-falling-script-how-to-detect-which-weapon-a-unit-is-holding), which requires some noises when the player hits the ground. For this I hope to use the built in character movement noises such as footsteps and crawling. eg player say ["footstep",1] where footstep is the classname of a built in footstep sound. The trouble is, I have zero idea of how to access the noises or get a hold of their classnames. Anyone got any ideas? Share this post Link to post Share on other sites
lifted86 10 Posted July 2, 2013 playSound3D ["[b]A3\dubbing_radio_f\data\Male01\RadioProtocolENG\Normal\032_Alphabet\alpha.ogg[/b]", _object, _isInside, _pos, _volume, _frequency, _distance]; playSound3d I've used this method before to play a sound from the default addons. Share this post Link to post Share on other sites
tpw 2315 Posted July 2, 2013 (edited) Thanks Lifted86 So I found this: http://feedback.arma3.com/file_download.php?file_id=3650&type=bug, a list of A3 sound configs and classes, showing lots of dummy placeholder sounds. There are entries for the various movement noises though, such as: gravel[] = {{"\A3\sounds_f\characters\footsteps\gravel_walk_1",0.316228,1,25}, .......}}; So I know this particular footstep noise is there, but still can't get the bloody thing to play using say, say2d, say3d, playsound3d. I can't even get the test noise to play from http://community.bistudio.com/wiki/playSound3D playSound3D ["A3\Sounds_F\sfx\blip1.wav", player]; Obviously I'm missing something here. So any further info appreciated. -------------------- EDIT OK so I finally worked it out after trial and error: playsound3d ["A3\sounds_f\characters\footsteps\gravel_walk_1.wss",player]; WSS format! Edited July 2, 2013 by tpw Share this post Link to post Share on other sites
ceeeb 147 Posted July 2, 2013 Thanks for the info, I've been wondering about this for ages :) Share this post Link to post Share on other sites