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Entity:EmitSound#515759

<function name="EmitSound" parent="Entity" type="classfunc">⤶ <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". This does not work with all sound files.⤶ ⤶ It is recommended to use sound scripts ( see <page>sound.Add</page> ) over direct file paths. This will allow you to use <page>Entity:StopSound</page> to stop the played sound scripts.⤶ ⤶ <note>When using this function with weapons, use the <page>Weapon</page> itself as the entity, not its owner!</note>⤶ ⤶ <warning>Do not use this for looping sounds with a filepath: see <page>Entity:StopSound</page> for more details.</warning>⤶ ⤶ <bug issue="2651">This does not respond to <page>Global.SuppressHostEvents</page>.</bug>⤶ </description>⤶ <realm>Shared</realm>⤶ <args>⤶ <arg name="soundName" type="string">The name of the sound to be played.&#xA;&lt;warning&gt;The string will cannot have whitespace at the start or end. You can remove this with &lt;page&gt;string.Trim&lt;/page&gt;.&lt;/warning&gt;</arg>⤶ <arg name="soundLevel" type="number" default="75">A modifier for the distance this sound will reach, acceptable range is 0 to 511. 100 means no adjustment to the level. See &lt;page&gt;SNDLVL&lt;/page&gt;&#xA;&#xA;Will not work if a [sound script](https://developer.valvesoftware.com/wiki/Soundscripts) is used.</arg>⤶ <arg name="pitchPercent" type="number" default="100">The pitch applied to the sound. The acceptable range is from 0 to 255. 100 means the pitch is not changed.</arg>⤶ <arg name="volume" type="number" default="1">The volume, from 0 to 1.</arg>⤶ <arg name="channel" type="number" default="CHAN_AUTO, CHAN_WEAPON for weapons">The sound channel, see &lt;page&gt;CHAN&lt;/page&gt;.&#xA;&#xA;Will not work if a [sound script](https://developer.valvesoftware.com/wiki/Soundscripts) is used.</arg>⤶ </args>⤶ </function>⤶ ⤶ <example>⤶ <description>Plays sound from the first player on the server.</description>⤶ <code>⤶ Entity(1):EmitSound( "garrysmod/save_load1.wav", 75, 100, 1, CHAN_AUTO ) -- Same as below⤶ Entity(1):EmitSound( "garrysmod/save_load1.wav" ) -- You can remove the arguments that have default values.⤶ ⤶ Entity(1):EmitSound( "Weapon_AR2.Single" )⤶ </code>⤶ ⤶ </example>