Team Fortress 2/Scripting/Script Functions/EmitSoundEx: Difference between revisions
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(SND_STOP doesn't work on EmitSound sounds) |
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| <code>SND_STOP</code> | | <code>SND_STOP</code> | ||
| <code>4</code> | | <code>4</code> | ||
| Stops the specified sound if playing on this entity. {{ | | Stops the specified sound if playing on this entity. | ||
{{ModernConfirm|This may be channel-specific.}} | |||
{{ModernWarning|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> | ||
| <code>8</code> | | <code>8</code> | ||
| Writes sound info into net message for connecting clients. {{ | | Writes sound info into net message for connecting clients. {{ModernConfirm|This probably doesn't do anything at runtime.}} | ||
|- | |- | ||
| <code>SND_DELAY</code> | | <code>SND_DELAY</code> |
Revision as of 04:01, 19 September 2023
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:
- Use the
RECIPIENT_FILTER_GLOBAL
/RECIPIENT_FILTER_TEAM
filter. The sound will still "play" outside of the range, but at no volume. - Play the sound to the player individually using
RECIPIENT_FILTER_SINGLE_PLAYER
when 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
Parameters
Name | Type | Default | Description | |||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
sound_name
|
string
|
Name of sound. Can be raw filename or soundscript.
![]() channel , volume and pitch parameters. Use raw filenames if this is not desirable. | ||||||||||||||||||||||||||||||||||||||||
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. ![]() | |||||||||||||||||||||||||||||||||||||||
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 the origin parameter.
| |||||||||||||||||||||||||||||||||||||||
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. | |||||||||||||||||||||||||||||||||||||||
delay
|
float
|
Delay before playing sound. Template:ModernNote | ||||||||||||||||||||||||||||||||||||||||
sound_time
|
float
|
Absolute time to delay sound until, NOT the duration. Overrides delay if specified. Template:ModernNote
| ||||||||||||||||||||||||||||||||||||||||
entity
|
handle
|
null | Optional (player) entity to filter sounds to. All filters can use this except RECIPIENT_FILTER_GLOBAL and RECIPIENT_FILTER_TEAM . E.g. RECIPIENT_FILTER_SINGLE_PLAYER will play sounds only to the specified player here.
| |||||||||||||||||||||||||||||||||||||||
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 = Constants.EScriptRecipientFilter.RECIPIENT_FILTER_GLOBAL
});