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 )
You can only override the volume and pitch if you use a direct filename, not a
sound script name.
When using this function with weapons, use the Weapon itself as the entity, not its owner!
This does not respond to SuppressHostEvents.
Issue Tracker: #2651
The name of the sound to be played.
Ensure this string has no whitespace at the start or end (you can use string.Trim), or else you'll get an error.
The sound channel , see CHAN_ Enums
For weapons, the default is CHAN_WEAPON.
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.