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  • Gem RTS v1 Documentation
  • Foundational Knowledge
    • Game local files and Player Profile locations
    • Game resource architecture
      • Packages
      • Package file structure
    • Basic knowledge about configuration files
      • Include instruction
      • Define instruction
      • Mod instruction
  • Mod Development
    • Creating mod
    • Advanced package configuration
    • Creating Settings templates
  • Editor
    • Camera control in the Editor
    • Useful Editor shortcuts and Console commands
    • Map Editor
      • Creating a new map
      • Scene Editor
      • Entity Editor
      • Landscape Editor
        • Heights Editor
        • Polygons Editor
        • Terrains Editor
        • Color Editor
        • Flags Editor
        • Material Editor
        • Grass Editor
        • Foliage Editor
      • Water Editor
      • Specifics of Map Editing
        • Creating destroyed vehicle entities for map entourage
        • Creating terrain folds
          • Creating Ground Surface relief
          • Rock and cliff entities
        • Stone entities
        • Entity for water sound effects
        • Building entities
      • Creating a minimap
    • Mission Editor
      • Mission Properties Editor
    • FX Editor
    • Environment Editor
      • Basic knowledge about HDR
      • Creating environment preset
      • Setting Environment preset parameters
    • Debug Tools
      • Console
      • Debug Processes Window
      • Render Layer List Window
    • Simulation Mode
  • Textures and Materials
    • Physically Based Rendering
      • Texture compression formats in GEM RTS
      • PBR parameters
      • Texture Conversion in Gem RTS
      • Texture conversion to PBR materials using Nvidia Texture Exporter
  • Modeling
    • 3ds Max Plugin
    • Vehicle Model Setup Pipeline
      • Bone hierarchy in vehicle models
        • Body
        • Turret
        • Engine
        • Gun
        • Secondary bones
        • Transmission
          • Сhassis mechanisms
  • Localization
    • Variable strings in localization
    • Adding a new localization language
  • Game settings
    • Movement on slopes
    • Configuration of movement types for human units
    • Configuring entity interaction with wind
    • Sensor
    • User control sound
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On this page
  • Listener Control
  • Occlusion
  • HDR
  • Group
  • Group options
  • Group includes
  • Group outputs
  1. Game settings

User control sound

User Control Sound (UCS) allows you to modify playing sounds parameters or start new sounds depending on user control conditions.

UCS provides fine-grained control over sound behavior in real-time by:

  • Modifying listener parameters (HDR, LPF) based on camera or selection state;

  • Applying conditional sound logic via includes and operations;

  • Grouping sounds for organized control and activation;

  • Supporting both static and dynamic group outputs;

  • Integrating with scripts using the active flag.

Listener Control

The listener block defines how UCS modifies the audio listener’s parameters in response to user input or state.

Template

{listener
    {includes
        // Conditions that must be met
    }
    {operations
        // Listener parameter modifications
    }
}
  • {includes [...]} : contains conditions (e.g., camera, selection) required to apply the operations block

  • {operations [...]}: defines parameter modifications such as HDR, LPF, and occlusion.

Occlusion

Occlusion controls high-frequency dampening of sound:

  • Default value: 1 (no effect)

  • Range: 1–10

  • Higher values = stronger high-frequency filtering

Occlusion works together with the group's LPF level. To cancel occlusion, set the LPF level equal to the occlusion value.

HDR

The HDR block modifies how the listener reacts to loud sounds:

  • Increasing the loudness simulates listener adaptation to intense audio events.

  • This is separate from the sound’s own HDR values — the listener’s loudness applies globally when include conditions are met.

Listeners Includes and operations examples and description see inside sound/user_control.set

Group

UCS works with groups. Group is a named set of includes conditions and array of output operations.

To make a sound respond to User Control Sound (UCS), follow these three steps.

1

Сreate a named group in the sound/user_control.set file. Example:

{group hit
    // includes and outputs
}
2

Assign this group to the sound inside the loudness block, a folder.set, or composite parameters. Example:

{group "hit"}
3

For the script commands you must specify the “active” flag. Example:

{start_sound "hit/big/metal_hit" active}
{link_sound "move" "vehicle/groundborne/pz1/pz1_tracks" active}

Group options

By default the group is static. It means that outputs select only once before start. At all playback time output is set the same.

To update output set by the way of sound playback you must specify a dynamic flag.

Group options see inside sound/user_control.set

Group includes

By default UCS applies outputs for any sound inside a group.

You can Include only required user control options with Includes block.

All includes related to the user player.

See parameters specification inside sound/user_control.set.

Group outputs

Group output is a set of conditions and operations with sound parameters. Depending on static or dynamic groups parameters modify only when sound starts or continuously all the playback time.

Output Includes and operations examples and description see inside sound/user_control.set

Last updated 7 days ago