Revision Difference
sound.Add#561767
<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.
You can find a list of common sound scripts that are shipped with the game by default here: <page>Common Sounds</page>.</description>⤶
You can find a list of common sound scripts that are shipped with the game by default here: <page>Common Sounds</page>.⤶
⤶
A list of sound scripts can be retrieved with <page>sound.GetTable</page>.⤶
</description>⤶
<realm>Shared</realm>
<args>
<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/`phx/explode03.wav`
* garrysmod/gamemodes/MyCoolGameMode/content/sound/`phx/explode03.wav`
* garrysmod/addons/myCoolAddon/sound/`phx/explode03.wav`
* garrysmod/addons/myCoolAddon/gamemodes/MyCoolGameMode/content/sound/`phx/explode03.wav`
</description>
<code>
sound.Add( {
name = "big_explosion",
channel = CHAN_STATIC,
volume = 1.0,
level = 80,
pitch = {95, 110},
sound = "phx/explode03.wav"
} )
</code>
<output>
You can now play your custom **sound script** with <page>Entity:EmitSound</page> like so:
```
Entity( 1 ):EmitSound( "big_explosion" )
```
</output>
</example>