Sounds¶
Playing Sounds¶
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void EmitSoundOnEntity(entity ent, string sound)¶
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void EmitSoundOnEntityNoSave(entity ent, string sound)¶
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void EmitSoundOnEntityAfterDelay(entity ent, string sound, number delay)¶
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void EmitSoundOnEntityOnlyToPlayerWithSeek(entity ent, entity reciever, string sound, number duration_maybe)¶
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void EmitSoundOnEntityExceptToPlayerWithSeek(entity ent, entity reciever, string sound, number duration_maybe)¶
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void EmitSoundOnEntityToTeam(entity ent, string sound, int team)¶
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void EmitSoundOnEntityToEnemies(entity ent, string sound, int team)¶
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void EmitSoundAtPosition(int team, vector origin, string sound)¶
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void EmitSoundAtPositionOnlyToPlayer(int team, vector origin, entity player, string sound)¶
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void EmitSoundAtPositionExceptToPlayer(int team, vector origin, entity player, strign sound)¶
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void StopSoundOnEntity(entity ent, string sound)¶
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void StopSoundAtPosition(vector pos, string sound)¶
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void FadeOutSoundOnEntity(entity ent, string sound, number fadeOut)¶
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void EmitSoundOnEntityOnlyToPlayer(entity ent, entity reciever, string sound)¶
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void EmitSoundOnEntityOnlyToPlayerWithFadeIn(entity ent, entity reciever, string sound, number fadeIn)¶
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void EmitSoundOnEntityExceptToPlayer(entity ent, entity exception, string sound)¶
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void EmitSoundOnEntityExceptToPlayerNotPredicted(entity ent, entity exception, string sound)¶
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bool DoesAliasExist(string dialogueAlias)¶
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int GetSoundTags(string sound)¶
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void SetRapidShiftOffset(number offset)¶
AI Sounds¶
Sounds the AI can react to
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void EmitAISound(int soundFlags, int contextFlags, vector pos, float radius, float duration)¶
Create a new sound event that AI can response to.
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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.
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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.
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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.