Team Fortress 2/Scripting/Script Functions/EmitSoundEx: Difference between revisions

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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.pngNote: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
Warning.pngWarning: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.pngTip: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.pngNote:Soundscripts override the channel, volume and pitch parameters. However the latter two can be forcefully overriden by adding the SND_CHANGE_VOL or SND_CHANGE_PITCH flags 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:
Name Value Description
CHAN_REPLACE -1 Used by console commands
CHAN_AUTO 0 Automatic channel [Clarify]
CHAN_WEAPON 1 Weapon sounds
CHAN_VOICE 2 Character voices
CHAN_ITEM 3 Items [Clarify]
CHAN_BODY 4 Impacts, ragdolls and footsteps
CHAN_STREAM 5 "Stream from static or dynamic area" [Clarify]
CHAN_STATIC 6 Constant or background sounds. Valve recommends this to be used for looping ambient sounds, uninterrupted looping sounds or "one-shot" sounds
Note.pngNote:Allows multiple of the same sounds to play without cutting out
Confirm:Code comments imply that this channel continues to work outside of the sound radius
CHAN_VOICE2 7 Team Fortress 2 Team Fortress 2 Announcer
CHAN_VOICE_BASE 8 - 107 Allocated for player voice chat (100 channels)
Note.pngNote:Allows multiple of the same sounds to play without cutting out
volume float 1.0 Volume of sound, in normalized 0 - 1 range.
Tip.pngTip: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.pngNote: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 the origin parameter.
Tip.pngTip: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:
Name Value Description
SND_NOFLAGS 0 Nothing special.
SND_CHANGE_VOL 1 Changes volume of an already-playing sound on this entity. Sounds will not restart playback if already active.
SND_CHANGE_PITCH 2 Changes pitch of an already-playing sound on this entity. Sounds will not restart playback if already active.
SND_STOP 4 Stops the specified sound if playing on this entity.
Confirm:This may be channel-specific.
Warning.pngWarning:ALWAYS use the RECIPIENT_FILTER_GLOBAL filter when stopping sounds. Otherwise, sounds will not be stopped for players outside of the sound radius and will persist forever.
SND_SPAWNING 8 Writes sound info into net message for connecting clients.
Confirm:This probably doesn't do anything at runtime.
SND_DELAY 16 Specifies the sound should be scheduled with a delay.
SND_STOP_LOOPING 32 Stop all looping sounds on the entity.
Icon-Bug.pngBug:Not implemented by the engine.  [todo tested in ?]
SND_SPEAKER 64 Used by audio played through env_microphone. Applies special mixing rules.
SND_SHOULDPAUSE 128 Sound will be paused when the game is paused. Useless in multiplayer.
SND_IGNORE_PHONEMES 256 Prevents flex animation from being driven by this sound, if available.
SND_IGNORE_NAME 512 Changes all sounds emitted on the entity, regardless of actual name.
SND_DO_NOT_OVERWRITE_EXISTING_ON_CHANNEL 1024 If an existing sound is found on the channel, the sound will not play instead of overwriting it.
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.pngNote:If not specified, the origin will be fetched from the entity parameter for RECIPIENT_FILTER_PAS and RECIPIENT_FILTER_PVS filters.
delay float How far to skip into the sound playback, in seconds. The value must be negative!
Icon-Bug.pngBug: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 delay if 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_PLAYER will play sounds only to the specified player here, or RECIPIENT_FILTER_PVS will build a PVS filter originating from this entity.
Note.pngNote: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.pngNote:Type the name of this parameter carefully. This has been frequently written as filter by 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
});