Quack O'Neill 10 Posted March 22, 2022 How do i apply this to my sounds ? class CfgDistanceFilters { class lpF1 { type = "lowPassFilter"; minCutoffFrequency = 150; qFactor = 1; innerRange = 10; range = 1000; powerFactor = 32; }; }; I have the CfgMusic and CfgSounds set up examples of sounds being played / triggered tv1 Say3D "tune3b"; lapTop1_alive = true; [] spawn { while {lapTop1_alive} do { if (alive lapTop1) then { spkR1 say3D ["tune9b", 70, 1]; sleep 218; lapTop1_alive = true; }else{ lapTop1_alive = false; }; }; }; i tried adding lpF1 = true; under sleep 218; but i couldn't hear a difference and my file stopped looping properly, but it dose loop properly without the bit i added trying to turn the filter on for that sound. Also Dose anyone know if the wind effects sounds in the game ?. Share this post Link to post Share on other sites
Harzach 2505 Posted March 22, 2022 It's already applied to your sounds. It defines the low pass applied to sounds at distance. It's also already in the configs, you don't need to do this unless you want to change the filter. If that's what you want to do, you need to make a soundset config for the sounds you want to apply the custom filter to. From the Biki: Quote Distance Frequency Attenuation Every sound in the game is attenuated by a frequency Low Pass Filter, the frequency cutoff changes with distance. Default filter is configured in CfgSoundGlobals, however it is possible to define a custom distance attenuation filter for each SoundSet using parameter distanceFilter. https://community.bistudio.com/wiki/Arma_3:_Sound:_cfgSoundSets Share this post Link to post Share on other sites
Quack O'Neill 10 Posted March 22, 2022 Thanks Harzach yeah i been wanting to try and make it so you can only hear the bass in the distance and the closer you get the more top end comes through, so it could a find the illegal rave mission. would be cool if the sound travelled with the wind and bounced of the hills to make it more confusing. Share this post Link to post Share on other sites
Harzach 2505 Posted March 22, 2022 The simulation of dynamic wave-based sound propagation in games is still pretty far off, I think. Particularly in a "real-world" environment such as an Arma terrain. The few whitepapers I've seen/read on the subject are still focused on 2D simulations. Share this post Link to post Share on other sites