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Guide_to_Sounds#548345

<cat>Audio.Intro</cat>⤶ <title>Guide to Sounds</title>⤶ ⤶ # A beginners guide to sounds⤶ ⤶ This guide assumes you've already [created a sound](Importing_and_creating_assets#creatingassets) or [imported a sound](Importing_and_creating_assets#sounds).⤶ ⤶ ## Adjustable Properties⤶ ⤶ In the inspector, you can adjust values like **volume**, **pitch**, and **decibels**. If your sound is supposed to be a screen sound, you will also need to select the **UI** option.⤶ ⤶ From here, you can also [upload the sound to asset.party](UploadingAssets).⤶ ⤶ <upload src="aa125/8dad92f890b4dd9.png" size="26534" name="image.png" />⤶ ⤶ Saving this file via <key>CTRL</key> + <key>S</key> or clicking on Full Recompile will compile both the source sound and the sound event.⤶ ⤶ <upload src="aa125/8dad92f97e60b07.png" size="11294" name="image.png" />⤶ <upload src="aa125/8dad92dde4082e1.png" size="3896" name="image.png" />⤶ ⤶ ## Looping Sounds⤶ ⤶ For looping sounds you will have to either:⤶ ⤶ - Place loop markers inside your sound file⤶ - Left-click the source sound in the assets browser and select the loop checkbox in the inspector. This will only work with **.wav** and **.mp3** files.⤶ ⤶ <upload src="aa125/8dad92dc9a457f6.png" size="9502" name="image.png" />⤶ ⤶ ## Playing a Sound from Code⤶ ⤶ To play the sound in-game, you should use one of the static methods from the [Sound](https://asset.party/api/Sandbox.Sound) class, using the name of the **.sound** asset type without the extension:⤶ ⤶ ```cs⤶ public override void Spawn()⤶ {⤶ // Plays the sound from an entity's position⤶ Sound.FromEntity("atm_card.insert", this);⤶ ⤶ // Plays the sound from a position in the world⤶ Sound.FromWorld("atm_card.insert", 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("atm_card.insert");⤶ }⤶ ```⤶ ⤶ <note>Sounds can be [predicted](Prediction) - if you're playing a sound in a predicted method such as Simulate you should make sure your logic is predictable, if it isn't you should appropriately wrap it with Prediction.Off otherwise you will hear nothing.</note>