PlaySound: Difference between revisions
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'''Note:''' The only supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M and PLS(e.g. Webstream). | '''Note:''' The only supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M and PLS(e.g. Webstream). | ||
{{Note|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 soundPath, [ bool looped = false ] )</syntaxhighlight> | <syntaxhighlight lang="lua">element playSound ( string soundPath, [ bool looped = false ] )</syntaxhighlight> |
Revision as of 13:04, 7 February 2015
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, S3M and PLS(e.g. Webstream).
Syntax
element playSound ( string soundPath, [ bool looped = false ] )
OOP Syntax Help! I don't understand this!
- Method: Sound.create(...)
Required Arguments
- soundPath: the filepath or URL of the sound file you want to play. (Sound specified by filepath 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.
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", 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