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.