Revision Difference
sound.Add#519077
<function name="Add" parent="sound" type="libraryfunc">
<description>Creates a sound script. It can also override sounds, which seems to only work when set on the server.</description>
<realm>Shared</realm>
<args>
<arg name="soundData" type="table">The sounds properties. See <page>SoundData</page></arg>⤶
<arg name="soundData" type="table">The sounds properties. See <page>Structures/SoundData</page></arg>⤶
</args>
</function>
<example>
<description>
Creates a sound script. It will automatically vary in pitch and be played in a given audio channel to better control which sounds mix with which sounds and how.
In this example, the file location could be: ( Choose one )
* garrysmod/sound/vehicles/enzo/idle.wav
* garrysmod/gamemodes/MyCoolGameMode/content/sound/vehicles/enzo/idle.wav
* garrysmod/addons/myCoolAddon/sound/vehicles/enzo/idle.wav
* garrysmod/addons/myCoolAddon/gamemodes/MyCoolGameMode/content/sound/vehicles/enzo/idle.wav
</description>
<code>
sound.Add( {
name = "enzo_engine_idle",
channel = CHAN_STATIC,
volume = 1.0,
level = 80,
pitch = {95, 110},
sound = "vehicles/enzo/idle.wav"
} )
</code>
<output>
You can now play your custom **sound script** with <page>Entity:EmitSound</page> like so:
```
Entity( 1 ):EmitSound( "enzo_engine_idle" )
```
</output>
</example>