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There are no commands that allow precise volume control on sounds on moving targets
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Description

This is a request for a new command OR a change to an existing command which I already have in mind.

Sometimes a mission maker may want to play sounds, like dialogue, using a soldier as an input. There is a wonderful command for that called say3D. However, although this command allows you to play sounds from a moving sound source, there is a severe limit to the sound manipulation you can do (and there is really weird sound warping if you're going fast, seriously BIS fix that the game's been out for over 2 years). A mission-maker that is very serious about polish and mission ambiance may want to play a very quiet sound that can only be heard from 2 meters away, like a soldier listening to headphones or getting a call from a superior.

There is one command that allows extremely precise volume AND range manipulation, playSound3D. I have used this command in the past to achieve the sounds I just described. However, it's (literally only) drawback is that it does not work on moving objects at all. Even if you only supply the 2 parameters required, the command creates a static sound source and I cannot seem to get the object it creates to manipulate it.

You could modify the sound directly through some sound-editing software, but then you have to export it, copy it back to the project, and test. You could have to repeat this process 10, 20, 30 times or even more to get the effect you want, just for one sound, making this process so lengthy it's not even worth mentioning.

So with all that said, this is a formal request for either a new command that allows scripters to play sounds from a moving object with the same level of volume control that playSound3D offers, or playSound3D's code be tweaked to allow it to be useful for moving objects. (also fix the sound warping, PLEASE)

Details

Legacy ID
616152477
Severity
None
Resolution
Open
Reproducibility
Always
Category
Scripting
Steps To Reproduce

Test all of the existing commands that are used to play sound from an object. However as this is a new command request, there are no steps to reproduce.

Event Timeline

DreadedEntity set Category to Scripting.
DreadedEntity set Reproducibility to Always.
DreadedEntity set Severity to None.
DreadedEntity set Resolution to Open.
DreadedEntity set Legacy ID to 616152477.May 8 2016, 1:31 PM