A Bandpass Filter 2 Posted June 2, 2017 Hello community, I am looking for a way to apply sound filters and/or effects dynamically in a game using a script. For example, upon triggering a trigger, a script is executed which applies a lowpass function (perhaps also adjust pitch) of all following sounds, for a period of time. I am aware of the existence of SoundShader and SoundSets, but I get the impression that these are only used for config of sounds for classes of objects, and are not for dynamic sound adjustments in-game (correct me if wrong). If anyone knows of a way, please do let me know! Bandpass Share this post Link to post Share on other sites
Grumpy Old Man 3511 Posted June 3, 2017 As far as I know it's config only as you already knew. Cheers Share this post Link to post Share on other sites
pierremgi 4441 Posted June 3, 2017 You can use fadeSound, fadeMusic, fadeRadio, fadeSpeech in a script. Not sure other params than volume can be modified like this. Share this post Link to post Share on other sites
A Bandpass Filter 2 Posted June 4, 2017 Thanks for the replies Grumpy, pierremgi. I am wondering though if there is a way to trick the game into applying sound filters similar to existing ones like houseattenuation or underwatereffects, by perhaps creating a new subclass of attenuationEffects or cfgSoundEffects and fooling arma into thinking the player is physically located in an environment in which such sound class would apply (like a vehicle). Any thoughts on how one might go about doing that (if at all possible) or alternative ideas? Share this post Link to post Share on other sites
killzone_kid 1325 Posted June 4, 2017 You can change pitch with both playSound3D and say/say2D/say3D commands Share this post Link to post Share on other sites
A Bandpass Filter 2 Posted June 5, 2017 Hey killzone_kid, thanks for the reply. In fact though I was looking more for a way to apply audio manipulation to all in-game sounds, and do so by means of a key-stroke event handler or as a triggered event. Perhaps there is a way by tricking arma into thinking a player is inside of a vehicle (perhaps a custom vehicle config) or inside a building - just really not sure how one would go about doing that. A little while ago I came across a post where you mentioned enableAudioFeature for audio EQ, but I'm not sure that this feature is meant to apply an audio feature on-demand (but rather perhaps to allow or prevent one from occurring as per normal?). I tried applying it without success, but perhaps there's something I missed... If so, I wonder if this could be an alternative way. Share this post Link to post Share on other sites