Chairborne 2594 Posted June 8, 2015 As title says, how do sound arrays work? By that i mean, what does every parameter do? example: soundGearUp[] = {"A3\Sounds_F_EPC\CAS_01\gear_up",0.7943282,1.0,150}; first: The path is of course the path to file. second: 0.7943282 this parameter doesn't seem to appear to all sound entries, is this a volume modificator? third: 1.0 ??? no clue, but seems to be there for most files fourth: 150 i guess is the maximum distance the sound file is played Can anyone shed some light for me please? 1 Share this post Link to post Share on other sites
Chairborne 2594 Posted June 10, 2015 (edited) solved Edited June 10, 2015 by Chairborne Share this post Link to post Share on other sites
badluckburt 78 Posted June 10, 2015 That light you're shedding on it is blinding, I totally understand what those parameters do now (confuse me o.O). Share this post Link to post Share on other sites
Chairborne 2594 Posted June 10, 2015 The second parameter is how high the sound is compared to other vehicle sounds being reproduced. If you have a sound with 1.234 and another with 0.794 the one at 1.234 is dominant and reproduced at 100% volume, while the other is lower (60-ish%). From what i've seen it can be any number, some configs have 2.5, others have 1.7, etc etc. The third number is simply a speed multiplier, the higher it is the faster the sound is reproduced. Fourth is max distance at which the sound is reproduced. A jet accellerating has 2800, a rifle shot has 600 or so, etc. Also other parameters come into play for many sounds: class EngineLowOut //Idle { sound[] = {"A3\Sounds_F\air\Plane_Fighter_03\Plane_Fighter_03_low_ext",1.7782794,1.0,2100}; frequency = "1.0 min (rpm + 0.5)"; volume = "camPos*2*(rpm factor[0.95, 0])*(rpm factor[0, 0.95])"; }; Frequency is like the speed multiplier, higher means faster (most sounds usually have just "1"). You can change how fast the sound is reproduced "dynamically" (like a car accellerating). Volume works like a condition to be met for the sound to be played at 100%. In this case the RPM of the vehicle have to be between 0 and 95%. 1 Share this post Link to post Share on other sites
badluckburt 78 Posted June 10, 2015 Thanks for the explanation :) I had no idea the engine sound volumes and their repeat speeds were being calculated like that but it does explain a few things. Did you just experiment until you figured it out or have you found some info elsewhere? Don't mean to pry, just curious. Share this post Link to post Share on other sites
Chairborne 2594 Posted June 10, 2015 Here's the explanation for the sound[] bit: https://community.bistudio.com/wiki/CfgVehicles_Config_Reference#Sounds_Various The rest is stuff i figured out experimenting. Also, if you plan on getting into modifying sounds this might be of interest: http://feedback.arma3.com/view.php?id=24407 1 Share this post Link to post Share on other sites
badluckburt 78 Posted June 10, 2015 Thanks! I recognise that BIKI page, I've been there before but apparently missed the section you linked. I upvoted your feature request, I don't know if I'll ever need it but the Arma Tools need all the love they can get :) Share this post Link to post Share on other sites
Chairborne 2594 Posted June 10, 2015 No problem man, happy to help. :cool: Share this post Link to post Share on other sites