PlaySound: Difference between revisions
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==See Also== | ==See Also== | ||
{{Client_audio_functions}} | {{Client_audio_functions}} | ||
Revision as of 16:24, 18 February 2012
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.
Returns
Returns a sound element if the sound was successfully created, false otherwise.
Example
Click to collapse [-]
Clientfunction 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", getLocalPlayer(), wasted) --add the event handler
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