Revision Difference
Entity:EmitSound#528109
<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>
<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.
<warning>The string cannot have whitespace at the start or end. You can remove this with <page>string.Trim</page>.</warning></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 <page>Enums/SNDLVL</page>
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 <page>Enums/CHAN</page>.
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>