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Revision as of 13:04, 7 February 2015 by Ccw (talk | contribs)

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

Note: The only supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M and PLS(e.g. Webstream).

[[{{{image}}}|link=]] Note: 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.


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

OOP Syntax Help! I don't understand this!

Method: Sound.create(...)

Required Arguments

  • soundPath: the filepath or URL of the sound file you want to play. (Sound specified by filepath has to be predefined in the meta.xml file with <file /> tag.)

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.


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


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%

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

See Also