GEORGE FLOROS GR 4206 Posted December 27, 2018 I have already to published scripts with playsound3d and a say3d loop and attachto. Check here : Share this post Link to post Share on other sites
AZCoder 921 Posted December 27, 2018 10 minutes ago, GEORGE FLOROS GR said: I have already to published scripts with playsound3d and a say3d loop and attachto. Check here : Do you mean that you are able to get playSound3D to move with a vehicle using the attachTo trick? I only ask because I ran into this problem last year when BIS reduced the volume of the "say" command, I switched to playSound3D because it can be a lot louder, but I could not get it to move, not even with attachTo. But you attach it to a particlesource and that makes it move? Just asking because that would be super awesome. 1 Share this post Link to post Share on other sites
gc8 970 Posted December 27, 2018 Strange I cant get say3D to work. (vehicle player) say3D "TestSound1"; No sound Share this post Link to post Share on other sites
gc8 970 Posted December 27, 2018 (edited) I got say3D working... player must be in third person view in order to hear the sound. So if I do this in the console (must be in third person view): (vehicle player) say3D "TestSound1"; it works but not if I put that in init.sqf, probably because of player starting in first person view (which also the wiki states) Edited December 27, 2018 by gc8 wiki Share this post Link to post Share on other sites
AZCoder 921 Posted December 27, 2018 That attenuation is why I started using playSound3D, but I could not get the sound to move. Did you try what George suggested with the particlesource and playsound3D? That would be ideal. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted December 27, 2018 player say3D "TestSound1"; Share this post Link to post Share on other sites
gc8 970 Posted December 27, 2018 @AZCoder Just did but I hear nothing Share this post Link to post Share on other sites
gc8 970 Posted December 27, 2018 2 minutes ago, GEORGE FLOROS GR said: player say3D "TestSound1"; Still needs to be in third person Share this post Link to post Share on other sites
gc8 970 Posted December 27, 2018 It's funny even you play the sound (say3D) with another object player wont hear it in first person Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted December 27, 2018 8 minutes ago, gc8 said: Still needs to be in third person No , it's working try : [] spawn { while {true} do { player say3D "TestSound1"; sleep 2; }; }; Share this post Link to post Share on other sites
gc8 970 Posted December 27, 2018 1 minute ago, GEORGE FLOROS GR said: No , it's working Ah sorry I forgot one important detail, I was in vehicle... quad bike 2 Share this post Link to post Share on other sites
kibaBG 49 Posted December 13, 2023 Anyone found a way to play3D sound continuously? I am trying to play air raid alarm continuously: playSound3D ["\a3\data_f_curator\sound\cfgsounds\air_raid.wss", spkr,false,[14624.6,16602.4,0],4,1,300]; Share this post Link to post Share on other sites
honger 111 Posted December 17, 2023 On 12/13/2023 at 12:21 PM, kibaBG said: Anyone found a way to play3D sound continuously? I am trying to play air raid alarm continuously: playSound3D ["\a3\data_f_curator\sound\cfgsounds\air_raid.wss", spkr,false,[14624.6,16602.4,0],4,1,300]; Have you tried putting it into an while (true) loop? Just check how many seconds does this sound last so your loop doesn't overlap or anything, then after that playsound command put a "sleep XX" and replace XX with seconds. Share this post Link to post Share on other sites
major-stiffy 269 Posted December 17, 2023 (edited) I've used this IIRC with success. Quote nul = [objectsVarName] spawn {while {true} do {(_this select 0) say3D "SOUNDNAME"; sleep 17;};}; sleep 1000; 17 is the total time of the sound play time. Edited December 18, 2023 by major-stiffy relized say3D requires the sound name not varname Share this post Link to post Share on other sites