![]() between innerRange and range, circle with emitters changes it is radius from radius to zero using rangeCurve.transition curve between setups in innerRange and range distance (100% emitter vs 3D mono sound source).above range distance, circle has zero radius (point), both speakers are on the same position.below innerRange distance, circle with emitters is static (radius is fixed to the value in radius parameter). ![]() virtual speakers (emitters) are always facing towards the listeners direction and they remain in the same distance from the listener (and to each other as well), so the positions of virtual speakers keep with player's movement (rotating around a circle).if source wave file is stereo (2 channels), two virtual speakers (emitters) are created on the horizontal circle with the sound source in the center.if source wave file is mono, sound is played exactly from the sound source position.Sound is played from the location of sound source, so this approach should be used for sounds which need to be clearly spatialized. Surround Panner - stereo sounds with custom multichannel panner ("directional ambient ssounds").Panner - stereo sounds which behaves as "local ambients" in closer distance and clearly spatialized sounds in larger distance (weapon shooting reflections, tree leaves rustling, etc.).Emitter - spatialized sounds (vehicle engines, animation sounds, weapon shooting without reflections, etc.).There are 3 different Sound Processing Types in Arma 3: Sound Processing Type in Arma 3 audio engine is method of distribution of source wave file channels to output channels.Īll sound processing type classes have to be configured within base class CfgSound3DProcessors.
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