S&box Wiki

Creating Sounds

Creating Sounds

Creating a sound asset type

Following a common file structure, we will create a .sound file called example_pistol.shoot inside your addon under sounds/weapons/pistol/. The original sound file (.wav or .mp3) will be called pistol.shoot01.wav inside the same folder. A single .sound asset can contain multiple different sounds which will be picked from randomly on every play.

For looping sounds you will have to either place loop markers inside your sound file or compile the sound as a looping sound beforehand. To do this, you right-click the sound in the asset browser and select the appropriate option.

To create the actual .sound file, you open the Inspector using the asset browser and switch the asset type to sound.

Inside the inspector you can now select your sound file and set values such as Volume, Pitch, Random Volume, Random Pitch and audible distance. If your sound is supposed to be a screen sound, you will also need to select the 2D option.

Saving this file via Ctrl+s or File > Save will result on a .sound_c asset for the metadata and a .vsnd_c file for the actual sound file, if you haven't compiled your sound already in a previous step.

Equivalent is just the addon name in this example, the path will differ per addon of course.

Playing the Sound from Your Code

To play the sound in-game, you should use one of the static methods from the Sound class, using the name of the .sound asset type without the extension:

public override void Spawn() { // Plays the sound from an entity's position Sound.FromEntity("example_pistol.shoot", this); // Plays the sound from a position in the world Sound.FromWorld("example_pistol.shoot", new Vector3(0, 0, 0)); // Plays the sound from a position on your screen, useful for UI interactions // Make sure your .sound file has "2D" enabled Sound.FromScreen("example_pistol.shoot"); }
To reliably play sounds from the server, it is recommended to send players RPCs instead and have them play the sound on their end.

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