Sounds

Playing Sounds

void EmitSoundOnEntity(entity ent, string sound)
void EmitSoundOnEntityNoSave(entity ent, string sound)
void EmitSoundOnEntityAfterDelay(entity ent, string sound, number delay)
void EmitSoundOnEntityOnlyToPlayerWithSeek(entity ent, entity reciever, string sound, number duration_maybe)
void EmitSoundOnEntityExceptToPlayerWithSeek(entity ent, entity reciever, string sound, number duration_maybe)
void EmitSoundOnEntityToTeam(entity ent, string sound, int team)
void EmitSoundOnEntityToEnemies(entity ent, string sound, int team)
void EmitSoundAtPosition(int team, vector origin, string sound)
void EmitSoundAtPositionOnlyToPlayer(int team, vector origin, entity player, string sound)
void EmitSoundAtPositionExceptToPlayer(int team, vector origin, entity player, strign sound)
void StopSoundOnEntity(entity ent, string sound)
void StopSoundAtPosition(vector pos, string sound)
void FadeOutSoundOnEntity(entity ent, string sound, number fadeOut)
void EmitSoundOnEntityOnlyToPlayer(entity ent, entity reciever, string sound)
void EmitSoundOnEntityOnlyToPlayerWithFadeIn(entity ent, entity reciever, string sound, number fadeIn)
void EmitSoundOnEntityExceptToPlayer(entity ent, entity exception, string sound)
void EmitSoundOnEntityExceptToPlayerNotPredicted(entity ent, entity exception, string sound)
bool DoesAliasExist(string dialogueAlias)
int GetSoundTags(string sound)
void SetRapidShiftOffset(number offset)

AI Sounds

Sounds the AI can react to

void EmitAISound(int soundFlags, int contextFlags, vector pos, float radius, float duration)

Create a new sound event that AI can response to.

void EmitAISoundWithOwner(entity owner, int soundFlags, int contextFlags, vector pos, float radius, float duration)

Create a sound event that AI can respond to, specifying the owner of the sound.

void EmitAISoundToTarget(entity target, int soundFlags, int contextFlags, vector pos, float radius, float duration)

Create a sound event that AI can respond to, specifying who the sound should target.

void EmitAISoundWithOwnerToTarget(entity ownerEnt, entity targetEnt, int soundFlags, int contextFlags, vectorPos, float radius, float duration)

Create a sound event that AI can respond to, specifying who the sound should target, and the owner of the sound.