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Transmitting sound sequences

Mission makers (who are famliar with scripting) can make any object transmit any number of sounds in sequence.

Players can listen to those transmissions, when equipped with a Spectrum Device and appropriate antenna.

After reaching the end, the sequence can loop back to the beginning (if so desired). This is useful for creating never ending radio broadcasts (e.g. to simulate radio towers with music, news etc.).

Any sound file or entry from CfgSounds can be used in the sequence.

To get started have a look at the function header of fnc_addSoundSequenceServer.sqf. It explains this feature in more detail and shows some example calls. A few examples will also be shown here, but the file linked to above will have the latest examples.

Parameters:

_unit		unit/object to attach the signal to
_freq		frequency to broadcast on
_range		range of the broadcasted signal
_sounds		array of sounds to be played/transmitted in sequence
				alternatively, instead of a sound a number can be given (then no sound is played, just silence for that duration in seconds)
_loop		boolean that tells if the sequence shall loop indefinately (default: false); useful for permanently active radio broadcasting stations

Return:  script handle of spawned loop (can be used to terminate the sound sequence by using "terminate _handle;")

Use this function to add a list of sounds (CfgSounds or a sound file; see BIKI on playSoundUI for details) to be broadcast in the spectrum.

Examples

	_audioSequenceLoop = [_myRadioTower, 98.5, 5000, ["News_Jingle", "News_idap"], true] call crowsew_spectrum_fnc_addsoundsequenceserver;

	_audioSequenceLoop = [_myRadioTower, 98.5, 5000, ["News_Jingle", 1.5, "News_idap", 1.1], true] call crowsew_spectrum_fnc_addsoundsequenceserver;

	// to stop the sequence later make these 2x calls:
	terminate _audioSequenceLoop;
	[_myRadioTower, "sound"] call crowsew_spectrum_fnc_removebeaconserver;