Entity:EmitSound
Entity:EmitSound( string soundName, number soundLevel = 75, number pitchPercent = 100, number volume = 1, number channel = CHAN_AUTO, CHAN_WEAPON for weapons, number soundFlags = 0, number dsp = 0, CRecipientFilter filter = nil )
Description
Plays a sound on an entity.
If run clientside, the sound will only be heard locally.
If used on a player or NPC character with the mouth rigged, the character will "lip-sync" if the sound file contains lipsync data. See this page for more information.
When using this function with weapons, use the Weapon itself as the entity, not its owner!
Arguments
1 string soundName
The name of the sound to be played.
This should either be a sound script name (sound.Add) or a file path relative to the sound/
folder. (so don't include sound/
, and make note that it's not sounds when moving the sound file itself)
The string cannot have whitespace at the start or end. You can remove this with string.Trim.
2 number soundLevel = 75
A modifier for the distance this sound will reach, acceptable range is 0 to 511. 100 means no adjustment to the level. See SNDLVL enum
Will not work if a sound script is used.
3 number pitchPercent = 100
The pitch applied to the sound. The acceptable range is from 0 to 255. 100 means the pitch is not changed.
5 number channel = CHAN_AUTO, CHAN_WEAPON for weapons
The sound channel, see CHAN enum.
Will not work if a sound script is used.
8 CRecipientFilter filter = nil
If set serverside, the sound will only be networked to the clients in the filter.