OFPEC Forum

Editors Depot - Mission Editing and Scripting => Arma2 - Editing/Scripting General => Topic started by: laggy on 04 Aug 2009, 18:20:34

Title: Decibel setting in .ext not working?
Post by: laggy on 04 Aug 2009, 18:20:34
Description.ext

class CfgSounds
{
   
   sounds[] = {alsatianBark};

   
   class alsatianBark
   {
      name = "alsatianBark";
      sound[] = {\sound\alsatianBark.wss, db - 50, 1.0};
      titles[] = {0, ""};
   };
};



The decibel setting (in bold) doesn't seem to work well in ArmAII.
This is a sound that is used by the "say" command (dog say "alsatianBark").
The db setting is as you know meant to decide how far the sound actually travels on the map.
In OFP and ArmA your biggest problem was to make the sound loud enough for everyone to hear.
In ArmAII it seems like the decibel setting don't matter much, you hear the sound even from a mile away.
I have lowered the db down to -100, with no real difference.
I have tried ogg and wss with the same results.

How do I make a sound file in ArmAII fade in a realistic way, when you get further away from the soundsource?


Thanks,

Laggy
Title: Re: Decibel setting in .ext not working?
Post by: Wolfrug on 05 Aug 2009, 17:29:16
1) Are you sure it's a mono sound? If it's stereo, it won't be "pinpointed" properly by the engine = heard everywhere.
2) Are you sure you're not in e.g. camera mode? I don't know if this "feature" is still there in Arma 2, but in ArmA at least if you were in a camera (such as a cutscene) all says from anywhere on the island would be heard.

That's all I have for now...try opening up the campaign/missions to see how they did it there. Voices at least fade properly there, I know.

Wolfrug out.
Title: Re: Decibel setting in .ext not working?
Post by: laggy on 06 Aug 2009, 01:57:53
Hi Wolfrug.

My sounds are in mono, YES.
NOT in a cutscene either, no camera work, just plain mission play.
Will look at the "original BIS" missions, but so far nothing seems "normal".

Laggy
Title: Re: Decibel setting in .ext not working?
Post by: kju on 06 Aug 2009, 06:55:23
maybe this is related
http://dev-heaven.net/boards/11/topics/show/1653

or maybe you need to use kbTell (http://community.bistudio.com/wiki/kbTell) now
Title: Re: Decibel setting in .ext not working?
Post by: laggy on 06 Aug 2009, 18:29:40
Thanks a lot Kju.

I found a definition that works, taken from BIS missions:

Code: [Select]
class a1
{
name = "a1";
sound[] = {\sound\a1.ogg, db + 10, 1.05, 500};
titles[] = {0, ""};
};

In my case "500" is the number of meters from the soundsource where you will NOT hear the sound.
Within 500 meters you will hear it, and it will get louder once you get closer.
This new third parameter seems to overwrite the db setting, making it obsolete in a way, but I'm not sure.

Laggy
Title: Re: Decibel setting in .ext not working?
Post by: Wolfrug on 06 Aug 2009, 21:17:27
Interesting! Nice find. Much more effective control as well - maybe the dB rating still works sort of the same though. Say, for instance, you have a maximum range of 1000, but a low dB, then you'd hear some veeery low sounds at the max distance and then slowly go up to the full volume towards the centre...sort of.

But yeah, very good to know.  :good:

Wolfrug out.
Title: Re: Decibel setting in .ext not working?
Post by: nominesine on 11 Aug 2009, 12:01:38
@Wolfrug: I think your assumption is correct. Distance and decibel seems to work hand in hand. Low decibel sounds (like whispering) can be accoplished if you lower the distance setting. And consequently long range shouting can be accomplished without turning the decibel up to painful levels. Did some simple testing yesterday.
Title: Re: Decibel setting in .ext not working?
Post by: Kommiekat on 19 Sep 2011, 08:29:20
Greetings

Does 500 meters seem reasonable to hear some shouting "FIRE" or "GOT THAT SUCKER"??

What distance would you recommend for random voices?

Thanks
Kommiekat

(Yes, I know it's an old thread but I did not think it correct to make a new one since I am on topic...)