PlaySound3D: Difference between revisions
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function onResourceStart() | function onResourceStart() | ||
playSound3D("sounds/song.mp3", 373.14022827148, -125.21725463867, 1001, true) --play sounds/song.mp3 on loop for when a player enters a pizza shop so that when they get near the counter the volume is louder. (incase he gets bored of waiting for his pizza :p the pizza shop is in sf near pier 69) | local sound = playSound3D("sounds/song.mp3", 373.14022827148, -125.21725463867, 1001, true) --play sounds/song.mp3 on loop for when a player enters a pizza shop so that when they get near the counter the volume is louder. (incase he gets bored of waiting for his pizza :p the pizza shop is in sf near pier 69) | ||
setElementInterior(sound, 5) -- for when the sounds are interior dependant will cause errors until then. | |||
end | end | ||
addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), onResourceStart) | addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), onResourceStart) |
Revision as of 22:23, 26 December 2008
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.
Syntax
element playSound3D ( string soundName, float x, float y, float z, [ bool looped ] )
Required Arguments
- soundName: Name of the sound file you want to play. (Sound file has to be predefined in the client side meta.xml file with <file /> tags.)
- 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 looping or not. To loop the sound, use true.
Returns
Returns a sound element if the sound was successfully created, false otherwise.
Example
TODO
Click to collapse [-]
Clientfunction onResourceStart() local sound = playSound3D("sounds/song.mp3", 373.14022827148, -125.21725463867, 1001, true) --play sounds/song.mp3 on loop for when a player enters a pizza shop so that when they get near the counter the volume is louder. (incase he gets bored of waiting for his pizza :p the pizza shop is in sf near pier 69) setElementInterior(sound, 5) -- for when the sounds are interior dependant will cause errors until then. end addEventHandler("onClientResourceStart", getResourceRootElement(getThisResource()), onResourceStart)
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