Team Fortress 2/Scripting/Script Functions/EmitSoundEx: Difference between revisions
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		|  (Fix typo in example) | Thunder4ik (talk | contribs)  m (→Parameters: clean up, replaced: {{ModernWarning| → {{warning|, {{ModernNote| → {{note|) | ||
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| | Stops the specified sound if playing on this entity. | | Stops the specified sound if playing on this entity. | ||
| {{ModernConfirm|This may be channel-specific.}} | {{ModernConfirm|This may be channel-specific.}} | ||
| {{ | {{warning|Does not stop sounds emitted via <code>EmitSound</code>, including by game code. As a workaround, the <code>StopSound</code> function can be used instead.}} | ||
| |- | |- | ||
| | <code>SND_SPAWNING</code> | | <code>SND_SPAWNING</code> | ||
| Line 169: | Line 169: | ||
| | 0 0 0 | | 0 0 0 | ||
| | Overwrites sound origin if specified. | | Overwrites sound origin if specified. | ||
| {{ | {{note|If not specified, the origin will be fetched from the <code>entity</code> parameter for <code>RECIPIENT_FILTER_PAS</code> and <code>RECIPIENT_FILTER_PVS</code> filters.}} | ||
| |- | |- | ||
| | <code>delay</code> | | <code>delay</code> | ||
Revision as of 00:43, 4 January 2024
Function Description
void EmitSoundEx(table parameters)
Flexible way of playing sounds. All parameters except sound_name are optional. Sounds can be played in raw or soundscript form, and filtered to everyone, on a per-team or per-player basis. Volume, pitch, channel and attenuation level can be controlled, and the sound can play from a fixed position or relative to an entity. It is also possible to stop or adjust sounds already playing on the entity using special flags such as SND_CHANGE_VOL or SND_CHANGE_PITCH.
 Note:If the sound is playing while a player is outside of the sound's PAS/PVS/attenuation, and then enters its visiblity, the player will not hear the sound. This may be a problem for looping sounds or sounds with long durations, in which case the following workarounds can be used:
Note:If the sound is playing while a player is outside of the sound's PAS/PVS/attenuation, and then enters its visiblity, the player will not hear the sound. This may be a problem for looping sounds or sounds with long durations, in which case the following workarounds can be used:
- Use the RECIPIENT_FILTER_GLOBAL/RECIPIENT_FILTER_TEAMfilter. The sound will still "play" outside of the range, but at no volume.
- Play the sound to the player individually using RECIPIENT_FILTER_SINGLE_PLAYERwhen they enter a given area, e.g. via a trigger.
- Create a soundscape which automatically deals with this on a per-player basis
 Confirm:Use the CHAN_STATIC channel Confirm:Use the CHAN_STATIC channel
 Warning:Looping sounds will NOT stop automatically on round restart. You must manually stop them with the
Warning:Looping sounds will NOT stop automatically on round restart. You must manually stop them with the SND_STOP flag.
 Tip:The best time to do this is during the
Tip:The best time to do this is during the scorestats_accumulated_update event. This event is fired right before all map entities are cleaned up.Parameters
| Name | Type | Default | Description | |||||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| sound_name | string | Name of sound. Can be raw filename or soundscript.  Note:Soundscripts override the channel,volumeandpitchparameters. However the latter two can be forcefully overriden by adding theSND_CHANGE_VOLorSND_CHANGE_PITCHflags respectively. | ||||||||||||||||||||||||||||||||||||||||
| channel | int | 0 | Channel ID on which to play the sound. Channel values below have special behavior, all other channels behave normally. List of special channels: 
 | |||||||||||||||||||||||||||||||||||||||
| volume | float | 1.0 | Volume of sound, in normalized 0 - 1 range.  Tip:Sounds may be hard to hear even at full volume. Naming custom sounds according to the soundmixer can be used to make them naturally louder. | |||||||||||||||||||||||||||||||||||||||
| sound_level | int | 0 | Sound attenuation in decibels. See this page for real world equivalents. If the sound has non-zero attenuation, it will play from the entity's origin if present, otherwise it uses theoriginparameter. Tip:To convert radius in Hammer units to decibels (similar to ambient_generic), use the following formula: local soundlevel = (40 + (20 * log10(radius / 36.0))).tointeger();
 | |||||||||||||||||||||||||||||||||||||||
| flags | int | 0 | Special sound flags. List of flags available: 
 | |||||||||||||||||||||||||||||||||||||||
| pitch | int | 100 | Pitch of the sound. | |||||||||||||||||||||||||||||||||||||||
| special_dsp | int | 0 | DSP effect to use on this sound. | |||||||||||||||||||||||||||||||||||||||
| origin | Vector | 0 0 0 | Overwrites sound origin if specified.  Note:If not specified, the origin will be fetched from the entityparameter forRECIPIENT_FILTER_PASandRECIPIENT_FILTER_PVSfilters. | |||||||||||||||||||||||||||||||||||||||
| delay | float | How far to skip into the sound playback, in seconds. The value must be negative! | ||||||||||||||||||||||||||||||||||||||||
| sound_time | float | Absolute time to delay sound until, NOT the duration. Overrides delayif specified. Template:ModernTodo | ||||||||||||||||||||||||||||||||||||||||
| entity | handle | null | This serves two purposes. One is the entity to emit from, the other is the (player) entity to filter sounds to. All filters can use this except RECIPIENT_FILTER_GLOBALandRECIPIENT_FILTER_TEAM. E.g.RECIPIENT_FILTER_SINGLE_PLAYERwill play sounds only to the specified player here. Note:The entity specified must be an edict, i.e. clients are aware of it's existence. | |||||||||||||||||||||||||||||||||||||||
| speaker_entity | handle | null | Entity which will *speak* the sound. This is not the sound as the actual owner of the sound, see above. | |||||||||||||||||||||||||||||||||||||||
| filter_type | int | 0 | Specifies what entities can hear this entity. See Constants.EScriptRecipientFilter. | |||||||||||||||||||||||||||||||||||||||
| filter_param | int | -1 | Specifies an extra option to the filter. Currently only used by RECIPIENT_FILTER_TEAM, which uses this to specify which team to play to. | 
Flags
It may be useful to define these flags for extra readability.
::SND_NOFLAGS <- 0
::SND_CHANGE_VOL <- 1
::SND_CHANGE_PITCH <- 2
::SND_STOP <- 4
::SND_SPAWNING <- 8
::SND_DELAY <- 16
::SND_STOP_LOOPING <- 32
::SND_SPEAKER <- 64
::SND_SHOULDPAUSE <- 128
::SND_IGNORE_PHONEMES <- 256
::SND_IGNORE_NAME <- 512
::SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL <- 1024
Example Usage
// sounds should be precached once before use
PrecacheScriptSound("Game.Domination");
// play the sound to everyone around yourself
EmitSoundEx({
	sound_name = "Game.Domination",
	origin = GetListenServerHost().GetCenter(),
	filter_type = Constants.EScriptRecipientFilter.RECIPIENT_FILTER_GLOBAL
});
