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Blogs from the Arma2 Sound Configs.

Posted: 2010-08-29 15:39
by Twisted Helix
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Like all jungles, its dark and dangerous territory out there. Navigating it can be a tortuous path.

Here I have put my machete to work, and cleared a small ray of light in the canopy. Now let me try and explain ....

Class CfgEnvSounds

The ambient sound class that Arma uses to playback sound depending on the terrain you are in. Still a vast and deep valley swathed in mist, but this morning my hunting was not in vain.

What is the meaning of this strange language ...

Code: Select all

randSamp10[] = {"\praa_sound_afghan\test\desertgrouse", 0.125893, 1, 30, 0.100000, 4, 8, 12};
... some ancient and arcane mumblings from a lost race. Well after much stumbling ... I have the rosetta stone.

Code: Select all

soundArray[] = { prm1, prm2, prm3, prm4, prm5, prm6, prm7, prm8}
  • prm1 = path to sound resource
  • prm2 = relational loudness of sound
  • prm3 = pitch of sound
  • prm4 = SPL of sound or how quickly it fades to nothing (distance in meters?)
  • prm5 = probability sound will play, [0,1]
  • prm6 = t1
  • prm7 = t2
  • prm8 = t3
These last 3 still haunt me, but after much deliberation and night time furtive explorations, that the most likely explanation seems to be that the sound will play for a random time between t1 and t2, and the next sound will not play til a random time between t2 and t3 has elapsed. But I wouldn't stake my life on it. Not yet anyway ... not until the food starts to run out .....

More mumblings from the dark depths of outer Arma later ....
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Posted: 2010-08-29 16:05
by Elektro
Any chance that we can get a little sample/preview of the sounds :p?

Also, it would be cool with a few platypus sounds here and there :)

Posted: 2010-08-29 16:26
by karambaitos
and then people wonder why ARMA2 is so buggy xD

Posted: 2010-08-29 16:57
by =Romagnolo=
wait... WHAT ?!

Posted: 2010-08-29 18:34
by MikeDude
Can someone translate this Alien language to English?

Posted: 2010-08-29 18:57
by Wakain
lol this is madness!

Posted: 2010-08-29 20:03
by Claymore
Lunacy. Isn't there some documentation on that?

Edit: prm8 - could that be the length of the sound in case it's a loop?

Posted: 2010-08-29 20:29
by motherdear
So when do you want survival package dropped, sounds like ARMA is a dangerous place

Posted: 2010-08-30 06:29
by Hokunin
you could just ask the original arma developers about this thing... Maybe they will tell you

Posted: 2010-08-30 13:11
by BorEDeviL
Hokunin;bt4990 wrote:you could just ask the original arma developers about this thing... Maybe they will tell you


If they know, that is...

Posted: 2010-09-06 14:47
by stilpu
Maybe they're min - avg - max intervals, just like the ones for triggers. So the sound will play at a random interval between min and max seconds, but more often at a shorter or longer interval, as per value of avg. In this case it would be evenly spread between 4 and 12 (with avg being 8 ). Just a guess though, it would need some testing to confirm.

Posted: 2010-09-28 04:02
by Twisted Helix
stilpu;bt5041 wrote:Maybe they're min - avg - max intervals, just like the ones for triggers. So the sound will play at a random interval between min and max seconds, but more often at a shorter or longer interval, as per value of avg. In this case it would be evenly spread between 4 and 12 (with avg being 8 ). Just a guess though, it would need some testing to confirm.
Now that is a very interesting idea :D