Sound In Code: Difference between revisions
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== Emit sound from entity == | == Emit sound from entity == | ||
Use <code>EmitSound</code> to emit a sound from a base entity: | Use <code>EmitSound</code> to emit a sound from a base entity: | ||
Revision as of 07:51, 22 April 2023
Emit sound from entity
Use EmitSound to emit a sound from a base entity:
EmitSound( "soundscript.file" );
The sound will follow whichever entity it is assigned to, based on the entity index provided to EmitSound. If an entity index is provided, the position overload argument will not affect the position of the sound; to override this behaviour and have the sound play at the desired point in space, pass in -1 as the entity index:
EmitSound( filter, -1, "Weapon_ProxyBomb.LeadIn", &soundPosition );
See the CSoundEmitterSystem class in SoundEmitterSystem.cpp for overloads and implementation details.
Play sounds anywhere
To play a sound on the client and without spatialisation (i.e. as an "ambient" sound), use the following code:
enginesound->EmitAmbientSound( "link/to/soundfile", 1.0f );
You may need to include #include "engine/ienginesound.h" in order to get access to the interface.
Play sounds via VGUI interface
#include "vgui/ISurface.h"
#include "vgui_controls/Controls.h"
using namespace vgui;
surface()->PlaySound( "common/talk.wav" ); // Starts from the 'sound' folder