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Missions: Ambient Sounds
Tim Beswick edited this page Jun 20, 2020
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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.