Description
Defines the different sound effects for a trigger or a waypoint. To stop any sound, deactivate the trigger (might take up to 0.5 seconds to stop) or delete the trigger/waypoint (immediate).
Syntax
Syntax 1
trigger setSoundEffect [sound, voice, soundEnv, soundDet]
Parameters:
trigger: Objectsound: String - plays a 2D sound as if playSound was used from CfgSounds (mission or main config). Use"$NONE$"for an empty soundvoice: String - attaches a 3D sound from CfgSounds (mission or main config) to the object that activated the trigger and plays it as if say3D was usedsoundEnv: String - plays an environmental sound from CfgEnvSounds (mission or main config)soundDet: String - creates a dynamic sound object attached to a trigger defined in CfgSFX (mission or main config)
Returns: Nothing
Syntax 2
waypoint setSoundEffect [sound, voice]
Parameters:
waypoint: Waypointsound: String - plays a 2D sound as if playSound was used from CfgSounds (mission or main config)voice: String - attaches a 3D sound from CfgSounds (mission or main config) to the object that activated the trigger and plays it as if say3D was used
Returns: Nothing
Examples
Example 1
_trigger setSoundEffect ["Alarm", "", "", ""];
Example 2
[_group1, 2] setSoundEffect ["Alarm", ""];
Example 3
_trigger setSoundEffect ["$NONE$", "Alarm", "", ""];
Example 4
_trigger setSoundEffect ["$NONE$", "", "BattlefieldExplosions3", ""];
Example 5
_trigger setSoundEffect ["$NONE$", "", "", "Owl"];