Entity/EmitSound

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(EmitSound volume with sound script info)
m (Link to string.Trim)
 
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{{Func
 
{{Func
|Name=EmitSound
 
|Parent=Entity
 
 
|Description=Plays a sound on an entity. If run clientside, the sound will only be heard locally.
 
|Description=Plays a sound on an entity. If run clientside, the sound will only be heard locally.
  
If used on a player or NPC character with the mouth rigged, the character will "lip-sync". ( Does not work with all sounds )
+
If used on a player or NPC character with the mouth rigged, the character will "lip-sync". This does not work with all sound files.
  
You can only override the volume and pitch if you use the filename, not the sound script/manifest name.
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It is recommended to use sound scripts ( see {{LibraryFunction|sound|Add}} ) over direct file paths. This will allow you to use {{ClassFunction|Entity|StopSound}} to stop the played sound scripts.
 +
 
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{{Note|When using this function with weapons, use the {{Type|Weapon}} itself as the entity, not its owner!}}
 +
 
 +
{{Bug|Issue=2651|This does not respond to {{GlobalFunction|SuppressHostEvents}}.}}
 
|Realm=Shared
 
|Realm=Shared
 
|IsClass=Yes
 
|IsClass=Yes
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|name=soundName
 
|name=soundName
 
|desc=The name of the sound to be played.
 
|desc=The name of the sound to be played.
 +
{{Warning|The string will cannot have whitespace at the start or end. You can remove this with {{LibraryFunction|string|Trim}}.}}
 
}}
 
}}
 
{{Arg
 
{{Arg
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|name=soundLevel
 
|name=soundLevel
 
|desc=A modifier for the distance this sound will reach, acceptable range is 0 to 511. 100 means no adjustment to the level. See {{Enum|SNDLVL}}
 
|desc=A modifier for the distance this sound will reach, acceptable range is 0 to 511. 100 means no adjustment to the level. See {{Enum|SNDLVL}}
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 +
Will not work if a [https://developer.valvesoftware.com/wiki/Soundscripts sound script] is used.
 
|default=75
 
|default=75
 
}}
 
}}
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|type=number
 
|type=number
 
|name=channel
 
|name=channel
|desc=The sound channel , see {{Enum|CHAN}}
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|desc=The sound channel, see {{Enum|CHAN}}.
<br>'''NOTE:''' For weapons this is instead set to CHAN_WEAPON.
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|default=CHAN_AUTO
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Will not work if a [https://developer.valvesoftware.com/wiki/Soundscripts sound script] is used.
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|default=CHAN_AUTO, CHAN_WEAPON for weapons
 
}}
 
}}
 
{{Example
 
{{Example
 
|Description=Plays sound from the first player on the server.
 
|Description=Plays sound from the first player on the server.
|Code=Entity(1):EmitSound( "path/to/sound/wav", 75, 100, 1, CHAN_AUTO ) -- Same as below
+
|Code=Entity(1):EmitSound( "path/to/sound.wav", 75, 100, 1, CHAN_AUTO ) -- Same as below
Entity(1):EmitSound( "path/to/sound/wav" ) -- You can remove the arguments that have default values.
+
Entity(1):EmitSound( "path/to/sound.wav" ) -- You can remove the arguments that have default values.
 
}}
 
}}

Latest revision as of 08:04, 21 September 2018

 Entity:EmitSound( )

Contents

Description

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

If used on a player or NPC character with the mouth rigged, the character will "lip-sync". This does not work with all sound files.

It is recommended to use sound scripts ( see sound.Add ) over direct file paths. This will allow you to use Entity:StopSound to stop the played sound scripts.

NOTE

When using this function with weapons, use the Weapon itself as the entity, not its owner!

BUG

This does not respond to SuppressHostEvents.

Issue Tracker: #2651

Arguments

string soundName

The name of the sound to be played.

WARNING

The string will cannot have whitespace at the start or end. You can remove this with string.Trim.

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

Will not work if a sound script is used.

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, CHAN_WEAPON for weapons

The sound channel, see CHAN_ Enums.

Will not work if a sound script is used.

Examples

Example

Plays sound from the first player on the server.

Entity(1):EmitSound( "path/to/sound.wav", 75, 100, 1, CHAN_AUTO ) -- Same as below
Entity(1):EmitSound( "path/to/sound.wav" ) -- You can remove the arguments that have default values.


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