#include "BIS_AddonInfo.hpp" class cfgPatches { class braf_weapons_sound { units[] = {}; weapons[] = {}; addonRootClass = "braf_weapons_sound"; requiredVersion = 0; requiredaddons[] = { "a3_sounds_f", "a3_weapons_f", "a3_sounds_f_exp", "a3_weapons_f_exp", "braf_main" }; author = "BRAF Team"; }; }; class CfgSoundCurves { class braf_basic { points[] = { {0, 1}, {0.1, 0.75}, {0.2, 0.5}, {0.30000001, 0.2}, {0.40000001, 0.1}, {0.5, 0.050000001}, {0.60000002, 0.0099999998}, {0.69999999, 0.0074999998}, {0.80000001, 0.0024999999}, {0.89999998, 0.001}, {1, 0}}; }; class braf_tailSoundCurve { points[] = { {0, 1}, {0.2, 0.85000002}, {0.5, 0.40000001}, {0.80000001, 0.1}, {1, 0}}; }; class braf_rifleSoundCurve { points[] = { {0, 1}, {0.001, 0.92000002}, {0.0049999999, 0.88999999}, {0.1, 0.84750003}, {0.2, 0.8096}, {0.40000001, 0.75330001}, {0.60000002, 0.63150001}, {0.80000001, 0.49680001}, {0.89999998, 0.39680001}, {1, 0}}; }; class braf_silencedSoundCurve { points[] = { {0, 1}, {0.001, 0.85000002}, {0.0049999999, 0.69}, {0.1, 0.54750001}, {0.2, 0.4596}, {0.40000001, 0.30329999}, {0.60000002, 0.25150001}, {0.80000001, 0.1268}, {0.89999998, 0.046799999}, {1, 0}}; }; class braf_grenade_SoundCurve { points[] = { {0, 1}, {0.1, 0.85000002}, {0.2, 0.625}, {0.30000001, 0.55000001}, {0.40000001, 0.28999999}, {0.5, 0.145}, {0.60000002, 0.1}, {1, 0}}; }; class braf_fadeout_SoundCurve { points[] = { {0, 1}, {1, 0}}; }; }; class CfgDistanceFilters { class braf_defaultDistanceFilter { type = "lowPassFilter"; minCutoffFrequency = 150; qFactor = 1; innerRange = 400; range = 2600; powerFactor = 32; }; class braf_rifleShotDistanceFilter { type = "lowPassFilter"; minCutoffFrequency = 250; qFactor = 1.3; innerRange = 150; range = 1800; powerFactor = 32; }; class braf_rifleTailDistanceFilter { type = "lowPassFilter"; minCutoffFrequency = 150; qFactor = 1; innerRange = 350; range = 1800; powerFactor = 32; }; class braf_grenade_filter { type = "lowpassfilter"; mincutofffrequency = 165; qfactor = 1; innerrange = 30; range = 2000; powerfactor = 32; }; }; class CfgSound3DProcessors { class braf_grenade_proc { type = "panner"; innerrange = 10; range = 100; rangecurve = "braf_fadeout_SoundCurve"; }; }; class cfgSoundShaders { class braf_minimi_Closure_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_closure_01", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_closure_02", 1}}; range = 5; volume = 0.63095737; }; class braf_minimi_closeShot_SoundShader { samples[] = { {"\braf\braf_weapons_sound\weapons\MINIMI\m249_fire_3p", 1}}; volume = 0.63095737; range = 50; rangeCurve = "closeShotCurve"; }; class braf_minimi_midShot_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_midShot_01", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_midShot_02", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_midShot_03", 1}}; volume = 0.50118721; range = 2000; rangeCurve[] = { {0, 0.2}, {50, 1}, {300, 0}, {2000, 0}}; }; class braf_minimi_distShot_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_distShot_01", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_distShot_02", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_distShot_03", 1}}; volume = 1; range = 2000; rangeCurve[] = { {0, 0}, {50, 0}, {300, 1}, {2000, 1}}; }; class braf_minimi_TailDistant_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Taildistant", 1}}; volume = 1; range = 2000; rangeCurve[] = { {0, 0}, {600, 0.69999999}, {2000, 1}}; limitation = 1; }; class braf_minimi_TailForest_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailforest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class braf_minimi_TailHouses_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailhouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = { {0, 1}, {250, 0.30000001}, {1500, 0}}; limitation = 1; }; class braf_minimi_TailInterior_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailinterior", 1}}; volume = "interior"; range = 350; rangeCurve[] = { {0, 1}, {50, 0.40000001}, {100, 0.2}, {350, 0}}; limitation = 1; }; class braf_minimi_TailMeadows_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailmeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class braf_minimi_TailTrees_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_Tailtrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class braf_minimi_silencerShot_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerShot_01", 1}, {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerShot_02", 1}, {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerShot_03", 1}}; volume = 0.56234133; range = 150; rangeCurve = "closeShotCurve"; }; class braf_minimi_silencerTailForest_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailForest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class braf_minimi_silencerTailHouses_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailHouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0}}; limitation = 1; }; class braf_minimi_silencerTailInterior_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailInterior", 1}}; volume = "interior"; range = 150; rangeCurve[] = { {0, 1}, {50, 0.30000001}, {150, 0}}; limitation = 1; }; class braf_minimi_silencerTailMeadows_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailMeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class braf_minimi_silencerTailTrees_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Machineguns\SyndikatLMG\SyndikatLMG_silencerTailTrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class braf_50_Closure_SoundShader { samples[] = { {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_closure_01", 1}, {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_closure_02", 1}}; range = 5; volume = 0.44668359; }; class braf_50_closeShot_SoundShader { samples[] = { {"\braf\braf_weapons_sound\weapons\HMG\m2hb_fire_3p", 1}, {"\braf\braf_weapons_sound\weapons\HMG\m2hb_fire_3p", 1}}; volume = 1; range = 100; rangeCurve = "closeShotCurve"; }; class braf_50_MidShot_SoundShader { samples[] = { {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_midShot_01", 1}, {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_midShot_02", 1}, {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_midShot_03", 1}}; volume = 1; range = 1700; rangeCurve[] = { {0, 0.5}, {100, 1}, {300, 0}, {1700, 0}}; }; class braf_50_distShot_SoundShader { samples[] = { {"\braf\braf_weapons_sound\weapons\HMG\50_distant", 1}, {"\braf\braf_weapons_sound\weapons\HMG\50_distant", 1}, {"\braf\braf_weapons_sound\weapons\HMG\50_distant", 1}}; volume = 1; range = 1700; rangeCurve[] = { {0, 0}, {100, 0}, {300, 1}, {1700, 1}}; }; class braf_50_tailDistant_SoundShader { samples[] = { {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_taildistant", 1}}; volume = 1; range = 1700; rangeCurve[] = { {0, 0}, {600, 1}, {1700, 1}}; limitable = 1; }; class braf_50_tailForest_SoundShader { samples[] = { {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailforest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 1700; rangeCurve[] = { {0, 1}, {1700, 0.30000001}}; limitable = 1; }; class braf_50_tailHouses_SoundShader { samples[] = { {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailhouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1000; rangeCurve[] = { {0, 1}, {400, 0.5}, {1000, 0.30000001}}; limitable = 1; }; class braf_50_tailMeadows_SoundShader { samples[] = { {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailmeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 1700; rangeCurve[] = { {0, 1}, {1700, 0.30000001}}; limitable = 1; }; class braf_50_tailTrees_SoundShader { samples[] = { {"\A3\Sounds_F\arsenal\weapons_vehicles\HMG_050\HMG050_tailtrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 1700; rangeCurve[] = { {0, 1}, {1700, 0.30000001}}; limitable = 1; }; class Braf_fal_Closure_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01", 1}}; range = 5; volume = 0.44668359; }; class Braf_fal_closeShot_SoundShader { samples[] = { {"\braf\braf_weapons_sound\weapons\FAL\fal_fire_1p", 1}, {"\braf\braf_weapons_sound\weapons\FAL\fal_fire_3p", 1}}; volume = 1; range = 100; rangeCurve = "closeShotCurve"; }; class Braf_fal_midShot_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_02", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_03", 1}}; volume = 0.50118721; range = 2500; rangeCurve[] = { {0, 0.2}, {50, 1}, {300, 0}, {2500, 0}}; }; class Braf_fal_distShot_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_02", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_03", 1}}; volume = 1; range = 2500; rangeCurve[] = { {0, 0}, {50, 0}, {300, 1}, {2500, 1}}; }; class Braf_fal_tailDistant_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_taildistant", 1}}; volume = 1; range = 2000; rangeCurve[] = { {0, 0}, {600, 0.69999999}, {2000, 1}}; limitation = 1; }; class Braf_fal_tailForest_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailforest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class Braf_fal_tailHouses_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailhouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = { {0, 1}, {250, 0.30000001}, {1500, 0}}; limitation = 1; }; class Braf_fal_tailInterior_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailinterior", 1}}; volume = "interior"; range = 350; rangeCurve[] = { {0, 1}, {50, 0.40000001}, {50, 0.2}, {350, 0}}; limitation = 1; }; class Braf_fal_tailMeadows_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailmeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class Braf_fal_tailTrees_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailtrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class Braf_fal_silencerShot_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_01", 1}, {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_02", 1}, {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_03", 1}}; volume = 1; range = 150; rangeCurve = "closeShotCurve"; }; class Braf_fal_silencerTailForest_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailForest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class Braf_fal_silencerTailHouses_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailHouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0}}; limitation = 1; }; class Braf_fal_silencerTailInterior_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailInterior", 1}}; volume = "interior"; range = 150; rangeCurve[] = { {0, 1}, {50, 0.30000001}, {150, 0}}; limitation = 1; }; class Braf_fal_silencerTailMeadows_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailMeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class Braf_fal_silencerTailTrees_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailTrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class braf_boito_Close_SoundShader { samples[] = { {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_close1.ogg", 1}, {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_close2.ogg", 1}, }; volume = "1 * (1 - interior)"; range = 50; rangeCurve[] = { {0, 1}, {25, 0.7}, {50, 0}}; }; class Braf_ia2_Closure_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_closure_01", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_closure_02", 1}}; range = 5; volume = 0.44668359; }; class Braf_ia2_closeShot_SoundShader { samples[] = { {"\braf\braf_weapons_sound\weapons\ia2\ia2_1p", 1}, {"\braf\braf_weapons_sound\weapons\ia2\ia2_3p", 1}}; volume = 1; range = 50; rangeCurve = "closeShotCurve"; }; class Braf_ia2_midShot_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_midShot_01", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_midShot_02", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_midShot_03", 1}}; volume = 0.50118721; range = 2000; rangeCurve[] = { {0, 0.2}, {50, 1}, {300, 0}, {2000, 0}}; }; class Braf_ia2_distShot_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_distShot_01", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_distShot_02", 1}, {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_distShot_03", 1}}; volume = 1; range = 2000; rangeCurve[] = { {0, 0}, {50, 0}, {300, 1}, {2000, 1}}; }; class Braf_ia2_tailDistant_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_taildistant", 1}}; volume = 1; range = 2000; rangeCurve[] = { {0, 0}, {600, 0.69999999}, {2000, 1}}; limitation = 1; }; class Braf_ia2_tailForest_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailforest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class Braf_ia2_tailHouses_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailhouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = { {0, 1}, {250, 0.30000001}, {1500, 0}}; limitation = 1; }; class Braf_ia2_tailInterior_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailinterior", 1}}; volume = "interior"; range = 350; rangeCurve[] = { {0, 1}, {50, 0.40000001}, {100, 0.2}, {350, 0}}; limitation = 1; }; class Braf_ia2_tailMeadows_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailmeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class Braf_ia2_tailTrees_SoundShader { samples[] = { {"\A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_tailtrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class Braf_ia2_silencerShot_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerShot_01", 1}, {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerShot_02", 1}, {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerShot_03", 1}}; volume = 0.56234133; range = 150; rangeCurve = "closeShotCurve"; }; class Braf_ia2_silencerTailForest_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailForest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class Braf_ia2_silencerTailHouses_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailHouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0}}; limitation = 1; }; class Braf_ia2_silencerTailInterior_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailInterior", 1}}; volume = "interior"; range = 150; rangeCurve[] = { {0, 1}, {50, 0.30000001}, {150, 0}}; limitation = 1; }; class Braf_ia2_silencerTailMeadows_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailMeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class Braf_ia2_silencerTailTrees_SoundShader { samples[] = { {"A3\Sounds_F_Exp\arsenal\weapons\Rifles\SPAR01\SPAR01_silencerTailTrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class braf_boito_Distant_SoundShader { samples[] = { {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_distant1.ogg", 1}, {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_distant2.ogg", 1}, }; volume = "1 * (1 - interior)"; range = 200; rangeCurve[] = { {0, 0}, {25, 0}, {50, 1}, {200, 0}}; }; class braf_boito_Far_SoundShader { samples[] = { {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_far1.ogg", 1}, {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_far2.ogg", 1}, }; volume = "1 * (1 - interior)"; range = 1500; rangecurve[] = { {0, 0}, {150, 0}, {200, 1}, {800, 0.7}, {1500, 0}}; }; class braf_boito_Indoor_SoundShader { samples[] = { {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_indoor_close.ogg", 1}, }; volume = "1 * interior"; range = 50; rangeCurve[] = { {0, 1}, {25, 0.7}, {50, 0}}; }; class braf_boito_Indoor_Distant_SoundShader { samples[] = { {"braf\braf_weapons_sound\weapons\BOITO\boito_fire_indoor_distant.ogg", 1}, }; volume = "1 * interior"; range = 200; rangeCurve[] = { {0, 0}, {25, 0}, {50, 1}, {200, 0}}; }; class braf_shotgun_shells_SoundShader { samples[] = { {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_soil1.ogg", 1}, {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_soil2.ogg", 1}, {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_soil3.ogg", 1}, }; volume = "1 * (1 - interior)"; range = 35; rangeCurve = "braf_basic"; }; class braf_shotgun_shells_indor_SoundShader { samples[] = { {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_wood1.ogg", 1}, {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_wood2.ogg", 1}, {"braf\braf_weapons_sound\bullets\shotgun\12cal_shell_wood3.ogg", 1}, }; volume = "1.4 * interior"; range = 35; rangeCurve = "braf_basic"; }; class braf_AGLC_Closure_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_closure_01", 1}}; range = 5; volume = 0.44668359; }; class braf_AGLC_closeShot_SoundShader { samples[] = { {"\braf\braf_weapons_sound\weapons\AGLC\m24_3p", 1}}; volume = 1; range = 100; rangeCurve = "closeShotCurve"; }; class braf_AGLC_midShot_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_02", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_midShot_03", 1}}; volume = 0.50118721; range = 2500; rangeCurve[] = { {0, 0.2}, {50, 1}, {300, 0}, {2500, 0}}; }; class braf_AGLC_distShot_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_02", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_distShot_03", 1}}; volume = 1; range = 2500; rangeCurve[] = { {0, 0}, {50, 0}, {300, 1}, {2500, 1}}; }; class braf_AGLC_tailDistant_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_taildistant", 1}}; volume = 1; range = 2000; rangeCurve[] = { {0, 0}, {600, 0.69999999}, {2000, 1}}; limitation = 1; }; class braf_AGLC_tailForest_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailforest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class braf_AGLC_tailHouses_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailhouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = { {0, 1}, {250, 0.30000001}, {1500, 0}}; limitation = 1; }; class braf_AGLC_tailInterior_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailinterior", 1}}; volume = "interior"; range = 350; rangeCurve[] = { {0, 1}, {50, 0.40000001}, {50, 0.2}, {350, 0}}; limitation = 1; }; class braf_AGLC_tailMeadows_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailmeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class braf_AGLC_tailTrees_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_tailtrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class braf_AGLC_silencerShot_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_01", 1}, {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_02", 1}, {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerShot_03", 1}}; volume = 1; range = 150; rangeCurve = "closeShotCurve"; }; class braf_AGLC_silencerTailForest_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailForest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class braf_AGLC_silencerTailHouses_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailHouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0}}; limitation = 1; }; class braf_AGLC_silencerTailInterior_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailInterior", 1}}; volume = "interior"; range = 150; rangeCurve[] = { {0, 1}, {50, 0.30000001}, {150, 0}}; limitation = 1; }; class braf_AGLC_silencerTailMeadows_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailMeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class braf_AGLC_silencerTailTrees_SoundShader { samples[] = { {"A3\Sounds_F_Mark\arsenal\weapons\LongRangeRifles\DMR_03_MkI_EMR\DMR03_silencerTailTrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class Braf_MAG_Closure_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_closure_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_closure_02", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_closure_03", 1}}; range = 5; volume = 0.44668359; }; class Braf_MAG_closeShot_SoundShader { samples[] = { {"\braf\braf_weapons_sound\weapons\MAG\mag_fire_3p", 1}}; volume = 1; range = 50; rangeCurve = "closeShotCurve"; }; class Braf_MAG_midShot_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_midShot_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_midShot_02", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_midShot_03", 1}}; volume = 0.50118721; range = 2000; rangeCurve[] = { {0, 0.2}, {50, 1}, {300, 0}, {2000, 0}}; }; class Braf_MAG_distShot_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_distShot_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_distShot_02", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_distShot_03", 1}}; volume = 1; range = 2000; rangeCurve[] = { {0, 0}, {50, 0}, {300, 1}, {2000, 1}}; }; class Braf_MAG_tailDistant_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_taildistant", 1}}; volume = 1; range = 2000; rangeCurve[] = { {0, 0}, {600, 0.69999999}, {2000, 1}}; limitation = 1; }; class Braf_MAG_tailForest_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailforest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class Braf_MAG_tailHouses_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailhouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 1500; rangeCurve[] = { {0, 1}, {250, 0.30000001}, {1500, 0}}; limitation = 1; }; class Braf_MAG_tailInterior_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailinterior", 1}}; volume = "interior"; range = 350; rangeCurve[] = { {0, 1}, {50, 0.40000001}, {100, 0.2}, {350, 0}}; limitation = 1; }; class Braf_MAG_tailMeadows_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailmeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class Braf_MAG_tailTrees_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_tailtrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 2000; rangeCurve[] = { {0, 1}, {2000, 0}}; limitation = 1; }; class Braf_MAG_silencerShot_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerShot_01", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerShot_02", 1}, {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerShot_03", 1}}; volume = 1; range = 150; rangeCurve = "closeShotCurve"; }; class Braf_MAG_silencerTailForest_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailForest", 1}}; volume = "(1-interior/1.4)*forest/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class Braf_MAG_silencerTailHouses_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailHouses", 1}}; volume = "(1-interior/1.4)*houses/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0}}; limitation = 1; }; class Braf_MAG_silencerTailInterior_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailInterior", 1}}; volume = "interior"; range = 150; rangeCurve[] = { {0, 1}, {50, 0.30000001}, {150, 0}}; limitation = 1; }; class Braf_MAG_silencerTailMeadows_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailMeadows", 1}}; volume = "(1-interior/1.4)*(meadows/2 max sea/2)/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; class Braf_MAG_silencerTailTrees_SoundShader { samples[] = { {"\A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG01_silencerTailTrees", 1}}; volume = "(1-interior/1.4)*trees/3"; range = 150; rangeCurve[] = { {0, 1}, {150, 0.30000001}}; limitation = 1; }; }; class CfgSoundSets { class Rifle_Shot_Base_SoundSet; class Rifle_Tail_Base_SoundSet; class Rifle_InteriorTail_Base_SoundSet; class Rifle_silencerShot_Base_SoundSet; class Rifle_silencerTail_Base_SoundSet; class Rifle_silencerInteriorTail_Base_SoundSet; class Pistol_Shot_Base_SoundSet; class Pistol_Tail_Base_SoundSet; class Pistol_InteriorTail_Base_SoundSet; class Pistol_silencerShot_Base_SoundSet; class Pistol_silencerTail_Base_SoundSet; class Pistol_silencerInteriorTail_Base_SoundSet; class braf_50_Shot_SoundSet : Rifle_Shot_Base_SoundSet { soundShaders[] = { "braf_50_closeShot_SoundShader", "braf_50_midShot_SoundShader", "braf_50_distShot_SoundShader", "braf_50_Closure_SoundShader"}; volumeFactor = 1.2; volumeCurve = "InverseSquare2Curve"; spatial = 1; doppler = 0; loop = 0; sound3DProcessingType = "WeaponMediumShot3DProcessingType"; distanceFilter = "weaponShotDistanceFreqAttenuationFilter"; occlusionFactor = 0.5; obstructionFactor = 0.30000001; }; class braf_50_tail_SoundSet { soundShaders[] = { "braf_50_tailDistant_SoundShader", "braf_50_tailTrees_SoundShader", "braf_50_tailForest_SoundShader", "braf_50_tailMeadows_SoundShader", "braf_50_tailHouses_SoundShader"}; volumeFactor = 1; volumeCurve = "InverseSquare2Curve"; spatial = 1; doppler = 0; loop = 0; soundShadersLimit = 3; sound3DProcessingType = "WeaponMediumShotTail3DProcessingType"; distanceFilter = "weaponShotTailDistanceFreqAttenuationFilter"; occlusionFactor = 0.30000001; obstructionFactor = 0; }; class braf_FAL_Shot_SoundSet : Rifle_Shot_Base_SoundSet { soundShaders[] = { "Braf_fal_Closure_SoundShader", "Braf_fal_closeShot_SoundShader", "Braf_fal_midShot_SoundShader", "Braf_fal_distShot_SoundShader"}; }; class Braf_fal_Tail_SoundSet : Rifle_Tail_Base_SoundSet { soundShaders[] = { "Braf_fal_tailDistant_SoundShader", "Braf_fal_tailForest_SoundShader", "Braf_fal_tailHouses_SoundShader", "Braf_fal_tailMeadows_SoundShader", "Braf_fal_tailTrees_SoundShader"}; }; class braf_FAL_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet { soundShaders[] = { "Braf_Fal_tailInterior_SoundShader"}; }; class braf_FAL_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet { soundShaders[] = { "braf_FAL_Closure_SoundShader", "braf_FAL_silencerShot_SoundShader"}; volumeFactor = 1.4; }; class braf_FAL_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet { soundShaders[] = { "braf_FAL_silencerTailTrees_SoundShader", "braf_FAL_silencerTailForest_SoundShader", "braf_FAL_silencerTailMeadows_SoundShader", "braf_FAL_silencerTailHouses_SoundShader"}; }; class braf_FAL_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet { soundShaders[] = { "braf_FAL_silencerTailInterior_SoundShader"}; }; class braf_AGLC_Shot_SoundSet : Rifle_Shot_Base_SoundSet { soundShaders[] = { "braf_AGLC_Closure_SoundShader", "braf_AGLC_closeShot_SoundShader", "braf_AGLC_midShot_SoundShader", "braf_AGLC_distShot_SoundShader"}; }; class braf_AGLC_Tail_SoundSet : Rifle_Tail_Base_SoundSet { soundShaders[] = { "braf_AGLC_tailDistant_SoundShader", "braf_AGLC_tailForest_SoundShader", "braf_AGLC_tailHouses_SoundShader", "braf_AGLC_tailMeadows_SoundShader", "braf_AGLC_tailTrees_SoundShader"}; }; class braf_AGLC_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet { soundShaders[] = { "braf_AGLC_tailInterior_SoundShader"}; }; class braf_AGLC_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet { soundShaders[] = { "braf_AGLC_Closure_SoundShader", "braf_AGLC_silencerShot_SoundShader"}; volumeFactor = 1.4; }; class braf_AGLC_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet { soundShaders[] = { "braf_AGLC_silencerTailTrees_SoundShader", "braf_AGLC_silencerTailForest_SoundShader", "braf_AGLC_silencerTailMeadows_SoundShader", "braf_AGLC_silencerTailHouses_SoundShader"}; }; class braf_AGLC_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet { soundShaders[] = { "braf_AGLC_silencerTailInterior_SoundShader"}; }; class braf_ia2_Shot_SoundSet : Rifle_Shot_Base_SoundSet { soundShaders[] = { "Braf_ia2_Closure_SoundShader", "Braf_ia2_closeShot_SoundShader", "Braf_ia2_midShot_SoundShader", "Braf_ia2_distShot_SoundShader"}; }; class Braf_ia2_Tail_SoundSet : Rifle_Tail_Base_SoundSet { soundShaders[] = { "Braf_ia2_tailDistant_SoundShader", "Braf_ia2_tailForest_SoundShader", "Braf_ia2_tailHouses_SoundShader", "Braf_ia2_tailMeadows_SoundShader", "Braf_ia2_tailTrees_SoundShader"}; }; class braf_ia2_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet { soundShaders[] = { "Braf_ia2_tailInterior_SoundShader"}; }; class braf_ia2_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet { soundShaders[] = { "braf_ia2_Closure_SoundShader", "braf_ia2_silencerShot_SoundShader"}; volumeFactor = 1.4; }; class braf_ia2_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet { soundShaders[] = { "braf_ia2_silencerTailTrees_SoundShader", "braf_ia2_silencerTailForest_SoundShader", "braf_ia2_silencerTailMeadows_SoundShader", "braf_ia2_silencerTailHouses_SoundShader"}; }; class braf_ia2_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet { soundShaders[] = { "braf_ia2_silencerTailInterior_SoundShader"}; }; class Braf_MAG_Shot_SoundSet : Rifle_Shot_Base_SoundSet { soundShaders[] = { "Braf_MAG_Closure_SoundShader", "Braf_MAG_closeShot_SoundShader", "Braf_MAG_midShot_SoundShader", "Braf_MAG_distShot_SoundShader"}; }; class Braf_MAG_Tail_SoundSet : Rifle_Tail_Base_SoundSet { soundShaders[] = { "Braf_MAG_tailDistant_SoundShader", "Braf_MAG_tailForest_SoundShader", "Braf_MAG_tailHouses_SoundShader", "Braf_MAG_tailMeadows_SoundShader", "Braf_MAG_tailTrees_SoundShader"}; }; class Braf_MAG_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet { soundShaders[] = { "Braf_MAG_tailInterior_SoundShader"}; }; class Braf_MAG_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet { soundShaders[] = { "Braf_MAG_Closure_SoundShader", "Braf_MAG_silencerShot_SoundShader"}; volumeFactor = 1.4; }; class Braf_MAG_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet { soundShaders[] = { "Braf_MAG_silencerTailTrees_SoundShader", "Braf_MAG_silencerTailForest_SoundShader", "Braf_MAG_silencerTailMeadows_SoundShader", "Braf_MAG_silencerTailHouses_SoundShader"}; }; class Braf_MAG_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet { soundShaders[] = { "Braf_MAG_silencerTailInterior_SoundShader"}; }; class braf_minimi_Shot_SoundSet : Rifle_Shot_Base_SoundSet { soundShaders[] = { "braf_minimi_Closure_SoundShader", "braf_minimi_closeShot_SoundShader", "braf_minimi_midShot_SoundShader", "braf_minimi_distShot_SoundShader"}; }; class braf_minimi_Tail_SoundSet : Rifle_Tail_Base_SoundSet { soundShaders[] = { "braf_minimi_TailDistant_SoundShader", "braf_minimi_TailForest_SoundShader", "braf_minimi_TailHouses_SoundShader", "braf_minimi_TailMeadows_SoundShader", "braf_minimi_TailTrees_SoundShader"}; }; class braf_minimi_InteriorTail_SoundSet : Rifle_InteriorTail_Base_SoundSet { soundShaders[] = { "braf_minimi_TailInterior_SoundShader"}; }; class braf_minimi_silencerShot_SoundSet : Rifle_silencerShot_Base_SoundSet { soundShaders[] = { "braf_minimi_Closure_SoundShader", "braf_minimi_silencerShot_SoundShader"}; }; class braf_minimi_silencerTail_SoundSet : Rifle_silencerTail_Base_SoundSet { soundShaders[] = { "braf_minimi_silencerTailTrees_SoundShader", "braf_minimi_silencerTailForest_SoundShader", "braf_minimi_silencerTailMeadows_SoundShader", "braf_minimi_silencerTailHouses_SoundShader"}; }; class braf_minimi_silencerInteriorTail_SoundSet : Rifle_silencerInteriorTail_Base_SoundSet { soundShaders[] = { "braf_minimi_silencerTailInterior_SoundShader"}; }; class braf_boito_Shot_SoundSet : Rifle_Shot_Base_SoundSet { soundShaders[] = { "braf_boito_Close_SoundShader", "braf_boito_Distant_SoundShader", "braf_boito_Far_SoundShader", "braf_boito_Indoor_SoundShader", "braf_boito_Indoor_Distant_SoundShader"}; }; class braf_shotgun_shells_SoundSet { soundShaders[] = { "braf_shotgun_shells_SoundShader", "braf_shotgun_shells_indor_SoundShader"}; volumeFactor = 0.5; volumeCurve = "InverseSquare2Curve"; sound3DProcessingType = "braf_Shot_light_3DProcessingType"; distanceFilter = "braf_defaultDistanceFilter"; occlusionFactor = 0; obstructionFactor = 0; spatial = 1; doppler = 0; loop = 0; }; }; class CfgSounds { class AMF_PGM_ULTIMA_RATIO_BOLT_SOUND { name = "AMF_PGM_ULTIMA_RATIO_BOLT_SOUND"; Sound[] = { "\braf\braf_weapons_sound\weapons\PGM_UltimaRatio\AMF_PGM_ULTIMA_RATIO_Rechamber", 1, 1, 15}; titles[] = {}; }; };