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| PlaySound exists both as an [[ACS]] function and as an [[EDF]] codepointer. Syntax differs.
| | Type: Object sound pointer, parameterized |
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| ==ACS function==
| | Parameter Information: |
| For the [[EDF]] action pointer, look at the next section below.
| | *Unknown 1 = Sound DeHackEd number to play (must be valid, no default) |
| {{ACSFunction|description=Plays sound on a tagged thing.
| | *Unknown 2 = Select sound volume |
| |usage=''void'' '''PlaySound'''(''int tid'', ''str sound'' [, ''int channel'' [, ''fixed volume'' [, ''bool looping'' [, ''fixed attenuation'']]]])
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| |parameters=
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| *''tid'': tag of thing to play the sound
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| *''sound'': name of sound to play | |
| *''channel'': optional, one of the eight channels to play sounds from. Default: '''CHAN_BODY'''. Possible values are: '''CHAN_AUTO''', '''CHAN_WEAPON''', '''CHAN_VOICE''', '''CHAN_ITEM''', '''CHAN_BODY''', '''CHAN_5''', '''CHAN_6''', '''CHAN_7'''.
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| *''volume'': optional, default 127*512=65024 (0.9921875). Volume of sound to play. A value of 1.0 is close to the default.
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| *''looping'': whether to loop the sound (default: FALSE).
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| *''attenuation'': attenuation, how much to fade sound with distance, default '''ATTN_NORM'''. Note that despite this being a fixed-point number, it really only results in some specific attenuation patterns. Expected values are: '''ATTN_NONE''', '''ATTN_NORM''', '''ATTN_IDLE''' and '''ATTN_STATIC'''.
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| |seealso=
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| *[[ActivatorSound]]
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| *[[AmbientSound]]
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| *[[LocalAmbientSound]]
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| *[[ThingSound]]
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| |id=<code>-61:PlaySound(2,7)</code>
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| |notes=There is also the [[ThingSound]] function, but it's older and inferior to this one.
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| }}
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| ==EDF codepointer==
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| {{codepointer
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| |description=Plays a sound.
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| |usage=
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| :'''action PlaySound'''
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| :'''misc1''' ''sound_name''
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| :'''misc2''' ''volume''
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| |parameters=
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| *'''misc1''' = Sound mnemonic or DeHackEd number to play (must be valid, no default)
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| *'''misc2''' = Select sound volume | |
| **0 = normal (default) | | **0 = normal (default) |
| **1 = full volume | | **1 = full volume |
| |notes=
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| Causes the object to emit the sound indicated by the provided sound mnemonic or DeHackEd number, at the indicated volume level.
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| If the sound name or number is invalid, nothing will happen.
| | Purpose: Causes the object to emit the sound indicated by the provided sound DeHackEd number, at the indicated volume level. New to MBF. |
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| Can be used with [[PlayerThunk]].
| | Notes: As of Eternity Engine v3.31 public beta 3, this codepointer will no longer crash the game if an invalid sound number is provided. If the sound number is invalid, nothing will happen. |
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| For [[DECORATE state syntax|Decorate]] availability, use [[PlaySoundEx]] instead. The '''offset'''(''misc1'', ''misc2'') specifier can also be used in Decorate for this codepointer, but you're forced to use the DeHackEd number in ''misc1'', cannot use the actual name.
| | Thunk: Yes. |
| |seealso=
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| *[[PlaySoundEx]]
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| }}
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| [[Category:ACS]]
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| [[Category:Codepointers]]
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| [[Category:MBF codepointers]]
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