Team Fortress 2/Scripting/Script Functions/EmitSoundEx: Difference between revisions
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| | <code>int</code> | | <code>int</code> | ||
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Revision as of 13:20, 2 June 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
 Warning:Looping sounds will NOT stop automatically on round restart or when an entity is destroyed. You must manually stop them with the
Warning:Looping sounds will NOT stop automatically on round restart or when an entity is destroyed. You must manually stop them with the SND_STOP flag.
 Tip:The best time to stop looping sounds is during the
Tip:The best time to stop looping sounds is during the scorestats_accumulated_update event. This event is fired right before all map entities are cleaned up. On players, stop the sound in the player_disconnect event.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 Note:Type the name of this parameter carefully. This has been a frequent mistake! | int | 0 | Sound attenuation in decibels. The default value of 0 will make it play globally. 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!  Bug:Many (but not all) MP3 files cannot be skipped past a certain point depending on how the file was saved/compressed.  The amount you are able to skip is not consistent, however it is usually around 30-35 seconds. "music/hl2_song2.mp3"for example will seemingly allow you to skip to any point in the song, while"music/hl2_song31.mp3"will only allow you to skip up to 35.8 seconds, and"music/hl2_song26_trainstation1.mp3"will only allow you to skip up to 32.9 seconds.  WAV files are not affected by this.  [todo tested in ?]Todo: Is there any practical effect from a positive delay value? | ||||||||||||||||||||||||||||||||||||||||
| sound_time | float | Absolute time to delay sound until, NOT the duration. Overrides delayif specified.Todo: Might require Delay flag to be set. | ||||||||||||||||||||||||||||||||||||||||
| entity | handle | null | Entity to emit the sound from. This is also used by certain filters. e.g. RECIPIENT_FILTER_SINGLE_PLAYERwill play sounds only to the specified player here, orRECIPIENT_FILTER_PVSwill build a PVS filter originating from this entity. 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 Note:Type the name of this parameter carefully. This has been frequently written as filterby mistake! | 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
});
 Confirm:
 Confirm: