Skip to content

Missions: Ambient Sounds

Tim Beswick edited this page Jun 20, 2020 · 2 revisions
  • Script:
sndAmbBattle = [
{
	playSound3D ["A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight2.wss", atv1, false, atv1, 50, 1, 1000];
	playSound3D ["A3\Sounds_F\environment\ambient\battlefield\battlefield_firefight3.wss", atv1, false, atv1, 50, 1, 1000];
	playSound3D ["A3\Sounds_F\environment\ambient\battlefield\battlefield_explosions2.wss", atv1, false, atv1, 50, 1, 1000];
}, 10] call CBA_fnc_addPerFrameHandler;

This plays 3 sounds (firefight1, 2 + explosions2) every ten seconds.

To remove, use [sndAmbBattle] call CBA_fnc_removePerFrameHandler; in trigger activation.

Sounds in Arma: https://community.bistudio.com/wiki/Arma_3:_SoundFiles. Note: If it doesn't have an extension, use .wss by default.

  • Recommended Use:

Ambient combat noises of course (the above are fairly decent). However, in case players 'investigate' you can use triggers combined with the show/hide module to show a layer which contains AI in the area that combat zone sounds like its coming from. This keeps resource use to a minimum unless someone wants to investigate.