Posted in: Uncategorized
Posted 2010-08-29 at 15:39 by Twisted Helix
[CENTER][IMG]http://www.natgeoprogramming.com/images/full/1.jpg[/IMG][/CENTER]
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 ....
[B][U]Class CfgEnvSounds[/U][/B]
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};
[/code]
... 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}
[/code]
[LIST][*]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[/LIST]
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 ....
[CENTER]
[IMG]http://www.bbc.co.uk/sn/tvradio/programmes/planetearth/picpops/images/prog9_jungles.jpg[/IMG][/CENTER]
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 ....
[B][U]Class CfgEnvSounds[/U][/B]
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};
[/code]
... 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}
[/code]
[LIST][*]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[/LIST]
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 ....
[CENTER]
[IMG]http://www.bbc.co.uk/sn/tvradio/programmes/planetearth/picpops/images/prog9_jungles.jpg[/IMG][/CENTER]
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Any chance that we can get a little sample/preview of the sounds ?
Also, it would be cool with a few platypus sounds here and therePosted 2010-08-29 at 16:05 by Elektro -
and then people wonder why ARMA2 is so buggy xD
Posted 2010-08-29 at 16:26 by karambaitos -
Posted 2010-08-29 at 16:57 by =Romagnolo= -
Posted 2010-08-29 at 18:34 by MikeDude -
lol this is madness!
Posted 2010-08-29 at 18:57 by Wakain -
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 at 20:03 by Claymore
Updated 2010-08-29 at 20:33 by Claymore -
Posted 2010-08-29 at 20:29 by motherdear -
Posted 2010-08-30 at 06:29 by Hokunin -
Posted 2010-08-30 at 13:11 by BorEDeviL -
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 2010-09-06 at 14:47 by stilpu