Blogs from the Arma2 Sound Configs. by [R-DEV]Twisted Helix

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prbot
PR:BF2 Lead Developer
Posts: 16020
Joined: 2009-07-17 11:51

Blogs from the Arma2 Sound Configs. by [R-DEV]Twisted Helix

Post by prbot »

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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:
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:
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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