PlaySound: Difference between revisions

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__NOTOC__  
__NOTOC__  
{{Client function}}
{{Client function}}
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.
{{Added feature/item|1.6.0|1.5.9|21034|Added the feature of playing WebM files.}}
{{Note|
*The only supported audio formats are MP3, WAV, OGG, FLAC, RIFF, MOD, WEBM, XM, IT, S3M and PLS (e.g. Webstream).
*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.}}
==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">element playSound ( string soundName, [ bool looped ] )</syntaxhighlight>  
<syntaxhighlight lang="lua">element playSound ( string soundPath, [ bool looped = false, bool throttled = true ] )</syntaxhighlight>
 
{{OOP||[[Sound]]}}
===Required Arguments===  
===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.)
*'''soundPath:''' [[filepath]], raw data or URL (http://, https:// or ftp://) of the sound file you want to play. ('''Note:''' Playing sound files from other resources requires the target resource to be in the running state)


===Optional Arguments===  
===Optional Arguments===  
{{OptionalArg}}  
{{OptionalArg}}  
*'''looped:''' A [[boolean]] representing whether the sound will be looped. To loop the sound, use ''true''.
*'''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.
{{New feature/item|3.0150|1.5||
*'''throttled:''' a [[boolean]] representing whether the sound will be throttled (i.e. given reduced download bandwidth). To throttle the sound, use ''true''. Sounds will be throttled per default and only for URLs.
}}


===Returns===
===Returns===
Returns a [[sound]] element if the sound was successfully created, ''false'' otherwise.
Returns a [[sound]] [[element]] if the sound was successfully created, ''false'' otherwise.


==Example==  
==Example==
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function wasted (killer, weapon, bodypart)  
function wasted (killer, weapon, bodypart)  
local sound = playSound("sounds/wasted.mp3") --Play wasted.mp3 from the sounds folder
local sound = playSound("sounds/wasted.mp3") -- Play wasted.mp3 from the sounds folder
setSoundVolume(sound, 0.5) -- set the sound volume to 50%
setSoundVolume(sound, 0.5) -- Set the sound volume to 50%
end
end


addEventHandler("onClientPlayerWasted", getLocalPlayer(), wasted) --add the event handler
addEventHandler("onClientPlayerWasted", localPlayer, wasted) -- Add the event handler
</syntaxhighlight>
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Client_audio_functions}}
{{Client_audio_functions}}
[[HU:playSound]]
[[AR:playSound]]
[[DE:playSound]]
[[RO:playSound]]
[[PT-BR:playSound]]

Latest revision as of 18:33, 22 December 2022

Creates a sound element and plays it immediately after creation for the local player. Added the feature of playing WebM files.

[[{{{image}}}|link=|]] Note:
  • The only supported audio formats are MP3, WAV, OGG, FLAC, RIFF, MOD, WEBM, XM, IT, S3M and PLS (e.g. Webstream).
  • 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.

Syntax

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

OOP Syntax Help! I don't understand this!

Method: Sound(...)


Required Arguments

  • soundPath: filepath, raw data or URL (http://, https:// or ftp://) of the sound file you want to play. (Note: Playing sound files from other resources requires the target resource to be in the running state)

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.
  • throttled: a boolean representing whether the sound will be throttled (i.e. given reduced download bandwidth). To throttle the sound, use true. Sounds will be throttled per default and only for URLs.

Returns

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

Example

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", localPlayer, wasted) -- Add the event handler

See Also