Entity/EmitSound

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 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.

NOTE

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

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.



BUG

This does not respond to SuppressHostEvents.

Issue Tracker: #2651

Arguments

string soundName

The name of the sound to be played.

NOTE

Ensure this string has no whitespace at the start or end (you can use string.Trim), or else you'll get an error.

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

The sound channel, see CHAN_ Enums

Will not work if a sound script is used.

NOTE

For weapons, the default is CHAN_WEAPON.

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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