Blogs from the Arma2 Sound Configs. by [R-DEV]Twisted Helix
Posted: 2010-08-29 16:10
![Image](http://www.natgeoprogramming.com/images/full/1.jpg)
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
More mumblings from the dark depths of outer Arma later ....
![Image](http://www.bbc.co.uk/sn/tvradio/programmes/planetearth/picpops/images/prog9_jungles.jpg)
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