Entity/EmitSound

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m (Added example because of new feature that confuses newcomers ( default value in function output ))
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<br>'''NOTE:''' For weapons this is instead set to CHAN_WEAPON.
 
<br>'''NOTE:''' For weapons this is instead set to CHAN_WEAPON.
 
|default=CHAN_AUTO
 
|default=CHAN_AUTO
 +
}}
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{{Example
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|Description=Plays sound from an entity; if Player or NPC character with the mouth rigged, the character will "lip-sync".
 +
|Code=Entity:EmitSound( "path/to/sound/wav", 75, 100, 1, CHAN_AUTO );
 +
|Output=Will play audio stemming from the object reference stored in "Entity" variable.
 
}}
 
}}

Revision as of 23:14, 23 October 2014

 Entity:EmitSound( )

Contents

Description

Plays a sound on an entity. If run clientside, the sound will only be heard locally.

Arguments

string soundName

The name of the sound to be played.

Arguments

number soundLevel=75

A modifier for the distance this sound will reach, acceptable range is 0 to 511. 100 means no adjustment to the level. See SNDLVL_ Enums

Arguments

number pitchPercent=100

The pitch applied to the sound. The acceptable range is from 0 to 255. 100 means the pitch is not changed.

Arguments

number volume=1

The volume, from 0 to 1.

Arguments

number channel=CHAN_AUTO

The sound channel , see CHAN_ Enums


NOTE: For weapons this is instead set to CHAN_WEAPON.

Examples

Example

Plays sound from an entity; if Player or NPC character with the mouth rigged, the character will "lip-sync".

Entity:EmitSound( "path/to/sound/wav", 75, 100, 1, CHAN_AUTO );

Output:

Will play audio stemming from the object reference stored in "Entity" variable.
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