.kju 3245 Posted July 17, 2017 1. by default terrains inherit from cfgEnvSounds root class via DefaultWorld (cfgWorlds) a standard soundSetEnvironment setup:https://pastebin.ubuntu.com/25087883/ 2. soundSetEnvironment use is very much recommended as it uses the new soundSet/soundShader tech - the old EnvSounds classes are backwards compatible still used if no fitting soundSet is found 3. one can change this per terrain in cfgWorlds terrain class and add "class EnvSounds: EnvSounds" with proper inheritance to DefaultWorld class DefaultWorld { class EnvSounds; }; class CAWorld: DefaultWorld { }; class Tanoa: CAWorld { class EnvSounds: EnvSounds { soundSetEnvironment[] = {... 4. soundSetEnvironment is a list (array) of soundSets soundSetEnvironment[] = {"Meadows_Low_SoundSet","Meadows_High_SoundSet","Forest_Low_SoundSet","Forest_High_SoundSet","Forest_Rattles_SoundSet","Greek_Crickets_Day_SoundSet","Greek_Crickets_Night_SoundSet","Birds_Forest_Day_SoundSet","Birds_Meadows_Day_SoundSet","Wind_Low_SoundSet","Wind_High_SoundSet","Stratis_RainMeadows_Low_SoundSet","Stratis_RainMeadows_Medium_SoundSet","Stratis_RainMeadows_High_SoundSet","Stratis_RainHouses_SoundSet","Sea_SoundSet","Coast_SoundSet"}; 5. Tanoa offers a second custom setup: soundSetEnvironment[] = {"ForestMorning_SoundSet","ForestAfternoon_SoundSet","ForestNight_SoundSet","HousesDay_SoundSet","HousesNight_SoundSet","MeadowsDay_SoundSet","MeadowsNight_SoundSet","WindForest_Low_SoundSet","WindForest_High_SoundSet","WindMeadows_Low_SoundSet","WindMeadows_High_SoundSet","WindHouses_Low_SoundSet","WindHouses_High_SoundSet","RainForest_Low_SoundSet","RainForest_Medium_SoundSet","RainForest_High_SoundSet","RainMeadows_Low_SoundSet","RainMeadows_Medium_SoundSet","RainMeadows_High_SoundSet","RainHouses_High_SoundSet","Sea_SoundSet","Coast_SoundSet","Wind_Generic_Low_SoundSet","Wind_Generic_High_SoundSet"}; 6. One has to overwrite/redefine the complete soundSetEnvironment definition if one wants to alter/customize it. 7. In CfgSoundSets a basic configuration is done and the soundShader assigned class CfgSoundSets { class Meadows_Low_SoundSet { soundShaders[] = {"Meadows_Low_SoundShader"}; volumeFactor = 0.4; spatial = 0; loop = 1; }; 8. Finally in CfgSoundShaders parameters define under what conditions the sound is to be played (volume parameter) class CfgSoundShaders { class Meadows_Low_SoundShader { samples[] = {{"A3\Sounds_F\environment\ambient\redesigned\meadows_low", 1}}; volume = "0.85 * (1-0.5*forest)*(1-0.5*houses)*(1-sea)* (0.5*(windy factor[0.8,0.1])) * (1*(altitudeGround envelope [10,80,100,1000]))"; }; --- Full lists for environment sounds: CfgSoundSets https://pastebin.ubuntu.com/25087942/ CfgSoundShadershttps://pastebin.ubuntu.com/25087956/ --- DefaultWorld* Meadows_Low* Meadows_High* Forest_Low* Forest_High* Forest_Rattles* Greek_Crickets_Day* Greek_Crickets_Night* Birds_Forest_Day* Birds_Meadows_Day* Wind_Low* Wind_High* Stratis_RainMeadows_Low* Stratis_RainMeadows_Medium* Stratis_RainMeadows_High* Stratis_RainHouses* Sea* CoastTanoa:* ForestMorning* ForestAfternoon* ForestNight* HousesDay* HousesNight* MeadowsDay* MeadowsNight* WindForest_Low* WindForest_High* WindMeadows_Low* WindMeadows_High* WindHouses_Low* WindHouses_High* RainForest_Low* RainForest_Medium* RainForest_High* RainMeadows_Low* RainMeadows_Medium* RainMeadows_High* RainHouses_High* Sea* Coast* Wind_Generic_Low* Wind_Generic_High 4 1 Share this post Link to post Share on other sites
Tdc.DarKness 451 Posted January 29, 2018 Hello kju, I try to activate the sounds "forest" but I can not make it play!, I have tree questions about that how to know the parameters to set at altitudeGround ? And the values 100,30 tells me that the sounds will be played between 30 m and 100 m of altitude ?? there are two daytime, one for before midnight and one for after midnight is that right? class ForestNight_SoundShader { samples[] = {{"A3\Sounds_F_Exp\Environment\ambient\forest\forest_night", 1}}; volume = "(altitudeGround factor [100,30]) * (altitudeGround factor [100,30]) * ((daytime factor [0.75, 0.83]) + (daytime factor [0.33, 0.25]))"; }; Share this post Link to post Share on other sites
.kju 3245 Posted January 29, 2018 Check https://community.bistudio.com/wiki/Arma_3_Sound:_SoundControllers and the referenced scripting commands. Also these: https://community.bistudio.com/wiki/Simple_Expression https://community.bistudio.com/wiki/Ambient_Parameters also try mergeConfig to tweak the definitions while the game is running - you might have to reload the terrain to make changes active https://community.bistudio.com/wiki/diag_mergeConfigFile > (altitudeGround factor [100,30]) * (altitudeGround factor [100,30]) two times make the growth exponential rather than linear just make some examples yourself (in calc/excel) with 0, 0.5 and 1 as input value to see curve development Share this post Link to post Share on other sites