PlaySound3D: Difference between revisions
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*For performance reasons, when using playSound3D 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.}} | *For performance reasons, when using playSound3D 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 playSound3D ( string soundURL, float x, float y, float z, [ bool looped = false, bool throttled = true ] )</syntaxhighlight> | <syntaxhighlight lang="lua">element playSound3D ( string soundURL, float x, float y, float z, [ bool looped = false, bool throttled = true ] )</syntaxhighlight> | ||
{{OOP||[[Sound|Sound3D]]}} | {{OOP||[[Sound|Sound3D]]}} |
Revision as of 08:39, 5 April 2019
Creates a sound element in the GTA world and plays it immediately after creation for the local player. setElementPosition can be used to move the sound element around after it has been created. Remember to use setElementDimension after creating the sound to play it outside of dimension 0.
Syntax
element playSound3D ( string soundURL, float x, float y, float z, [ bool looped = false, bool throttled = true ] )
OOP Syntax Help! I don't understand this!
- Method: Sound3D(...)
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. And also can use url instead of filepath )
- soundURL: the URL. (In this version the file does not has to be predefined in the meta.xml )
- x: a floating point number representing the X coordinate on the map.
- y: a floating point number representing the Y coordinate on the map.
- z: a floating point number representing the Z coordinate on the map.
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.
- throttled: a boolean representing whether the sound will be throttled (i.e. given reduced download bandwidth). To throttle the sound, use true.
Returns
Returns a sound element if the sound was successfully created, false otherwise.
Example
This example creates a looping sound within a pizza shop. The pizza shop is in san fierro near pier 69
Click to collapse [-]
Examplefunction onResourceStart() local sound = playSound3D("sounds/song.mp3", 373.14, -125.21, 1001, true) end addEventHandler("onClientResourceStart", resourceRoot, onResourceStart)
This example play internet radio in groove street.
Click to collapse [-]
Example 2addEventHandler( 'onClientResourceStart', resourceRoot, function( ) local uSound = playSound3D( 'http://193.34.51.25:80', 2498, -1659, 12 ) setSoundMaxDistance( uSound, 100 ) end )
See Also
- getRadioChannel
- getRadioChannelName
- getSFXStatus
- getSoundBPM
- getSoundBufferLength
- getSoundEffectParameters
- getSoundEffects
- getSoundFFTData
- getSoundLength
- getSoundLevelData
- getSoundMaxDistance
- getSoundMetaTags
- getSoundMinDistance
- getSoundPan
- getSoundPosition
- getSoundProperties
- getSoundSpeed
- getSoundVolume
- getSoundWaveData
- isSoundLooped
- isSoundPanningEnabled
- isSoundPaused
- playSFX3D
- playSFX
- playSound3D
- playSound
- setRadioChannel
- setSoundEffectEnabled
- setSoundEffectParameter
- setSoundLooped
- setSoundMaxDistance
- setSoundMinDistance
- setSoundPan
- setSoundPanningEnabled
- setSoundPaused
- setSoundPosition
- setSoundProperties
- setSoundSpeed
- setSoundVolume
- stopSound
- Shared
- playSoundFrontEnd