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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.