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.
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.
number channel=CHAN_AUTO, CHAN_WEAPON for weapons
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.