AR/playSound: Difference between revisions
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Returns a [[sound]] element if the sound was successfully created, ''false'' otherwise. | Returns a [[sound]] element if the sound was successfully created, ''false'' otherwise. | ||
== | ==مثال== | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> |
Revision as of 16:33, 6 May 2013
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 and S3M.
Syntax
element playSound ( string soundPath, [ bool looped = false ] )
Required Arguments
- soundPath: The filepath to the sound file you want to play. (Sound file 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
Returns a sound element if the sound was successfully created, false otherwise.
مثال
Click to collapse [-]
Clientfunction wasted (killer, weapon, bodypart) local sound = playSound("sounds/wasted.mp3") -- wasted.mp3 نشغل الصوت - sounds من مجلد اسمه setSoundVolume(sound, 0.5) -- 50% نجعل حجم الصوت end addEventHandler("onClientPlayerWasted", getLocalPlayer(), wasted) -- نضع الايفنت الى هذه الوظيفه عند موت الاعب
أنظر أيضاً
- getSoundBufferLength
- getSoundEffects
- getSoundFFTData
- getSoundLength
- getSoundLevelData
- getSoundMaxDistance