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playSound3D is quiet inside a building
Closed, ResolvedPublic


If you use playSound3d (No matter if the "isinside" parameter is true or false) and the sound source is inside a building and so does you, it's too quiet, sounds like the sound is actually played outside.


The missile lock-on warning is still too quiet inside helicopters. Kind of the same effect IMO.


Legacy ID
Steps To Reproduce

playSound3D ["A3\Sounds_F\sfx\alarm_independent.wss", player];

play it outside a building, then inside. The sound source is STILL the player, but it sounds like it's outside (it's quiet, the positioning is perfect if we doesn't count the fact that the sound doesn't follow moving objects)

Event Timeline

Gippo edited Steps To Reproduce. (Show Details)Aug 2 2015, 3:57 PM
Gippo set Category to Sound.
Gippo set Reproducibility to Always.
Gippo set Severity to None.
Gippo set Resolution to Fixed.
Gippo set Legacy ID to 798748216.May 8 2016, 12:28 PM
R34P3R added a subscriber: R34P3R.May 8 2016, 12:28 PM

dont use this function ! its broken on dedicated servers (use say3D)

Gippo added a subscriber: Gippo.May 8 2016, 12:28 PM
Gippo added a comment.Aug 3 2015, 1:37 AM

Thanks. Too bad that's not global. Can I use the stock audio files from Arma 3 with say3d?

edit: also cannot set pitch... damn it.

R34P3R added a comment.Aug 3 2015, 1:47 AM

Edit the Auiofile with Audacity and copy it to your mission dir. I dont have found another solution yet.

Gippo added a comment.Aug 3 2015, 2:05 AM

Yeah, according to biki, you can use Arma 3 sounds. Say3d also have this problem so it doesn't matter. Maybe we can properly script sound stuff in the future.

Adam added a subscriber: Adam.May 8 2016, 12:28 PM
Adam added a comment.Aug 3 2015, 9:57 AM

Is this resolved then?

Adam added a comment.Sep 7 2015, 10:13 AM

Issue willů be fixed on devbranch tomorrow.

R34P3R added a comment.Sep 7 2015, 3:17 PM

If you look into this issue, can you also fix the distance on dedicated servers for playSound3D ? Its broken, so wie can't use it.