SetSoundPanningEnabled: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
Line 35: Line 35:
==See also==
==See also==
{{Client_audio_functions}}
{{Client_audio_functions}}
[[hu:setSoundPanningEnabled]]

Revision as of 09:57, 22 July 2018

This function toggles the panning of a sound (hearing it closer to the left or right side of the speakers due to the camera position). By default a sound has its panning enabled.

Syntax

bool setSoundPanningEnabled ( element sound, bool enable )

OOP Syntax Help! I don't understand this!

Method: sound:setPanningEnabled(...)
Variable: .panningEnabled
Counterpart: isSoundPanningEnabled

Required arguments

  • sound: a sound element to change the panning of.
  • enable: true to enable the panning, false otherwise.

Returns

Returns true if the sound is valid and good arguments were passed, false if not.

If the sound is not 3D, this function will return true as well, but isSoundPanningEnabled will always return true after this (so it has no effect).

Example

This example creates a sound at the center of the map when the resource which cointains it starts and adds a command called /soundpanning, which changes the panning of the sound.

local panned = true
local sound = playSFX3D("script", 7, 1, 0, 0, 20, true)

function changePanning()
    if sound then
        setSoundPanningEnabled(sound, not panned)
        panned = not panned
        outputChatBox("Sound panning changed to " .. tostring(panned))
    else
        outputDebugString("Looks that your GTA was ripped.")
    end
end
addCommandHandler("soundpanning", changePanning)

See also