x3kj 1247 Posted July 9, 2014 I'm trying to understand how the formula for the sound frequency and volume works, but i have some trouble frequency="0.8 + ((rpm/ 5200) factor[(950/ 5200),(1400/ 5200)])*0.2"; volume="engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/ 60) factor[(((-10) max 10)/ 60),(((-15) max 15)/ 60)]) * ((((-speed*3.6) max speed*3.6)/ 60) factor[(((-30) max 30)/ 60),(((-25) max 25)/ 60)]))"; What does factor[x,y] do? And what does the max thing do - e.g. (-speed*3.6) max speed*3.6)/60) Is there a list of possible sources we can use? Are they the same as animation sources in model cfg? In particular i'd like to know if we can use the physx gear as source? Share this post Link to post Share on other sites
super-truite 54 Posted July 10, 2014 (edited) -max will take the maximum value between -speed*3.6 and speed*3.6, hence the absolute value of the speed times 3.6 (the speed variable can be negative for choppers flying "in reverse" for instance). -for factor[x,y] here is the definition : https://community.bistudio.com/wiki/Simple_Expression So in your case, it gives 0 if the number in front (engineOn*(camPos)*(grass)*(((((-speed*3.6) max speed*3.6)/ 60)) is below the first argument, 1 if it is above the second and if in between, the ratio between the two arguments. What do you mean by "sources"? The parameters "speed", "engineon" etc. ? Those are engine defined parameters. If it can help, here is a list for complex Particle Effects (probably non exhaustive): https://community.bistudio.com/wiki/Arma_3_Particle_Effects:_Config_Parameters Edited July 10, 2014 by super-truite Share this post Link to post Share on other sites
x3kj 1247 Posted July 10, 2014 Ok thanks. Yes by sources i mean speed, rpm and the like. Can the same be used as in model config(section Animation sources)? I dont see the connection between those and the particles :/ Share this post Link to post Share on other sites
super-truite 54 Posted July 10, 2014 These are values produced by the engine. For particle effects, you can for instance use them to build a number of particles for exhaust fumes (see the exhausts PE in the link I just provided). In your case, they are used in order to adjust the sound level and frequency as a function of the speed of the vehicle, the fact that the engine is on or not etc. What is it that you need on top of that to control the frequency/sound level? Share this post Link to post Share on other sites
x3kj 1247 Posted July 10, 2014 the current gear of the vehicles gearbox would be something i would need Share this post Link to post Share on other sites
super-truite 54 Posted July 10, 2014 Hmm it is not on this list. Sorry if I was not clear enough by the way, those parameters can be used for other stuff than Particle effects. This guy seem to know well how the gearbox system works: http://forums.bistudio.com/showthread.php?165390-Tutorial-Creating-Custom-Engine-Gearbox-and-Suspension-Vehicle-config Maybe he came across the gear engine variable if it exists (you could try "gear" or "currentgear" ;) ?). If no one is able to help you could hack a gear variable with "speed" and "acceleration"... Share this post Link to post Share on other sites
x3kj 1247 Posted July 31, 2014 Digging this up again - Does somebody know what the values in the cone[] attribute represent? class sound{ sound[]={"soundfile",1,1,400}; frequency="1"; volume="engineOn*camPos"; cone[]={1.6,3.14,1.6,0.95}; }; It's found in helicopter some sound classes, i wonder if it could be utilized for other vehicles as well Share this post Link to post Share on other sites