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Found 2 results

  1. Pretext: Thanks to Pennyworth for the assistance. 1. one can define **one** or **more** named selections in memory LOD of a model 2. probably works for any terrain object - so not limited to vegetation (trees, bushes); one can do with this things like rain, animals (insects, birds), wind related sounds, snow related sounds, water spring, church, clock, radio, buzzing, etc 3. the way it works the game looks for the name in CfgEnvSpatialSounds (subclass to EnvSounds in cfgWorlds terrain class - so can be/is terrain specific; or otherwise in cfgEnvSounds - a root base class) class CfgWorlds { class DefaultWorld { class EnvSounds; }; class CAWorld: DefaultWorld { }; class Tanoa: CAWorld { class EnvSounds: EnvSounds { class CfgEnvSpatialSounds { class sound_shrub_smallleaves_1 { memPoint = "sound_shrub_smallleaves_1"; soundSets[] = {"Rain_PlantA_Light_SoundSet","Rain_PlantA_Medium_SoundSet","Rain_PlantA_Heavy_SoundSet","Insect_Day_SoundSet","Insect_Night_SoundSet"}; }; 4. one assign multiple soundSets to the memory point placed in the model class sound_shrub_smallleaves_1 { memPoint = "sound_shrub_smallleaves_1"; soundSets[] = {"Rain_PlantA_Light_SoundSet","Rain_PlantA_Medium_SoundSet","Rain_PlantA_Heavy_SoundSet","Insect_Day_SoundSet","Insect_Night_SoundSet"}; }; 5. the soundSet is assigns soundShaders (and various advanced sound parameters) class Rain_PlantA_Medium_SoundSet { soundShaders[] = {"Rain_PlantA_Medium_SoundShader"}; volumeFactor = 1; frequencyFactor = 0.6; spatial = 1; doppler = 0; loop = 1; volumeCurve = "InverseSquare1Curve"; sound3DProcessingType = "PLant3DProcessingType"; }; 6. finally the soundShader has parameters to define under what conditions the sound is to be played (range + volume parameters) class Rain_PlantA_Medium_SoundShader { samples[] = {{"A3\Sounds_F_Exp\environment\elements\rains\rain_plantA_medium_001",1},{"A3\Sounds_F_Exp\environment\elements\rains\rain_plantA_medium_002",1},{"A3\Sounds_F_Exp\environment\elements\rains\rain_plantA_medium_003",1}}; volume = "raindrops * raindrops * (rain factor[0.4,0.6])*(rain factor[0.9,0.7]) * 1.5"; range = 12; }; --- List of memory points for vegetation by BI: https://pastebin.com/dkRvTWYu More detailed per model: http://paste.ubuntu.com/23881406/ Script from Pennywise to visualize the memory points ingame: https://gist.github.com/pennyworth12345/b335052d83a6b9ee70aef4a836767d56 (see image at the top for sample) In regards to memory point positioning: It does not have to be at the model center or at the base of the object. Multiple memory points are fine too. -- default CfgEnvSpatialSounds in CfgEnvSounds (used by DefaultWorld) https://pastebin.ubuntu.com/25088136/ what Tanoa uses: https://pastebin.ubuntu.com/25088141/ --- Full lists for spatialSound sounds: CfgSoundSets: https://pastebin.ubuntu.com/25087973/ CfgSoundShaders: https://pastebin.ubuntu.com/25087974/
  2. 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/ CfgSoundShaders https://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
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