PlaySound: Difference between revisions

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__NOTOC__  
__NOTOC__  
{{Client function}}
{{Client function}}
Crea un sonido (elemento) y lo reproduce inmediatamente después de la creación para el jugador local.<br />
Creates a [[sound]] [[element]] and plays it immediately after creation for the local player.<br />
<br />
<br />
'''Nota:''' Los únicos formatos de audio soportados son: MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M y PLS(EJ: Webstream).
{{Note|
{{Nota|Para que los sonidos usados no den lag al usarse mucho (EJ: cuando disparas un arma), es recomendado que conviertas tu audio en 1 solo canal (mono) WAV con menos de 22050 Hz. También puede ayudar agregar un limitador de veces por X tiempo. EJ: 50ms.}}
*The only supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M and PLS (e.g. Webstream).
*For performance reasons, when using playSound for effects that will be played lots (i.e. weapon fire), it is recommend that you convert your audio file to a one channel (mono) WAV with sample rate of 22050 Hz or less. Also consider adding a limit on how often the effect can be played e.g. once every 50ms.}}
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">element playSound ( string soundPath, [ bool looped = false ] )</syntaxhighlight>
<syntaxhighlight lang="lua">element playSound ( string soundPath, [ bool looped = false, bool throttled = true ] )</syntaxhighlight>  
{{New feature/item|3.0150|1.5||
{{OOP||[[Sound]]}}
<syntaxhighlight lang="lua">element playSound ( string soundPath, [ bool looped = false, [ bool throttled = true ] ] )</syntaxhighlight>  
}}
{{OOP||[[Sound]].create}}
===Required Arguments===  
===Required Arguments===  
*'''soundPath:''' el archivo o el URL de la Radio o Sonido el cual quieres que se reproduzca. En caso de ser un archivo propio, deberá de ser marcado en [[meta.xml]]
*'''soundPath:''' the [[filepath]] or URL (http://, https:// or ftp://) of the sound file you want to play. ('''Note:''' Playing sound files from other resources requires the target resource to be in the running state)


===Argumentos Opcionales===  
===Optional Arguments===  
{{OptionalArg}}  
{{OptionalArg}}  
*'''looped:''' Un [[boolean]] que representa si el sonido se repetirá infinitamente o no. Por defecto es ''false''
*'''looped:''' a [[boolean]] representing whether the sound will be looped. To loop the sound, use ''true''. Loop is not available for streaming sounds, only for sound files.
*'''throttled:''' a [[boolean]] representing whether the sound will be throttled. To throttle the sound, use ''true''. Sounds will be throttled per default and only for URLs.
{{New feature/item|3.0150|1.5||
*'''throttled:''' a [[boolean]] representing whether the sound will be throttled (i.e. given reduced download bandwidth). To throttle the sound, use ''true''. Sounds will be throttled per default and only for URLs.
}}


===Returns===
===Returns===
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<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function wasted (killer, weapon, bodypart)  
function wasted (killer, weapon, bodypart)  
local sound = playSound("sonidos/wasted.mp3") --Reproduce "wasted.mp3" de la carpeta de "sonidos"
local sound = playSound("sounds/wasted.mp3") --Play wasted.mp3 from the sounds folder
setSoundVolume(sound, 0.5) -- set the sound volume to 50%
setSoundVolume(sound, 0.5) -- set the sound volume to 50%
end
end


addEventHandler("onClientPlayerWasted", localPlayer, wasted) --añadimos el evento
addEventHandler("onClientPlayerWasted", localPlayer, wasted) --add the event handler
</syntaxhighlight>
 
 
<syntaxhighlight lang="lua">
playSound("joinsound.mp3") -- Esto puede ser usado como bienvenida al servidor, puede ser una música o simplemente un audio diciendo "Bienvenido a nuestro servidor"
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{Client_audio_functions}}
{{Client_audio_functions}}
[[HU:playSound]]
[[AR:playSound]]
[[AR:playSound]]
[[DE:playSound]]
[[DE:playSound]]
[[RO:playSound]]

Revision as of 14:54, 22 April 2020

Creates a sound element and plays it immediately after creation for the local player.

[[{{{image}}}|link=|]] Note:
  • The only supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M and PLS (e.g. Webstream).
  • For performance reasons, when using playSound for effects that will be played lots (i.e. weapon fire), it is recommend that you convert your audio file to a one channel (mono) WAV with sample rate of 22050 Hz or less. Also consider adding a limit on how often the effect can be played e.g. once every 50ms.

Syntax

element playSound ( string soundPath, [ bool looped = false, bool throttled = true ] )

OOP Syntax Help! I don't understand this!

Method: Sound(...)


Required Arguments

  • soundPath: the filepath or URL (http://, https:// or ftp://) of the sound file you want to play. (Note: Playing sound files from other resources requires the target resource to be in the running state)

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • looped: a boolean representing whether the sound will be looped. To loop the sound, use true. Loop is not available for streaming sounds, only for sound files.
  • throttled: a boolean representing whether the sound will be throttled (i.e. given reduced download bandwidth). To throttle the sound, use true. Sounds will be throttled per default and only for URLs.

Returns

Returns a sound element if the sound was successfully created, false otherwise.

Example

function wasted (killer, weapon, bodypart) 
	local sound = playSound("sounds/wasted.mp3") --Play wasted.mp3 from the sounds folder
	setSoundVolume(sound, 0.5) -- set the sound volume to 50%
end

addEventHandler("onClientPlayerWasted", localPlayer, wasted) --add the event handler

See Also