PlaySound: Difference between revisions

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Creates a [[sound]] element and plays it immediately after creation for the local player. Supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT and S3M.
Creates a [[sound]] element and plays it immediately after creation for the local player. Supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT and S3M.
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">element playSound ( string soundName, [ bool looped ] )</syntaxhighlight>  
<syntaxhighlight lang="lua">element playSound ( string soundPath, [ bool looped ] )</syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  

Revision as of 21:14, 16 June 2009

Creates a sound element and plays it immediately after creation for the local player. Supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT and S3M.

Syntax

element playSound ( string soundPath, [ bool looped ] )

Required Arguments

  • soundPath: The path to the sound file you want to play. (Sound file has to be predefined in the client side meta.xml file with <file /> tags.)

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.

Returns

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

Example

Click to collapse [-]
Client
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", getLocalPlayer(), wasted) --add the event handler

See Also