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Guide_to_Sounds#560954

<cat>Audio.Intro</cat> <title>Guide to Sounds</title> # A beginners guide to sounds⤶ # A Beginners Guide to Sounds⤶ This guide assumes you've already [created a sound event](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="3c1ff/8dc34a5072b66e1.png" size="13603" name="sbox-dev_eI515fcWxo.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="3c1ff/8dc34a51e241ab1.png" size="4428" name="sbox-dev_E1SFeB8z9S.png" /> <upload src="3c1ff/8dc34a52878a693.png" size="3327" name="sbox-dev_zqa30Pd6L3.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. ## Playing a Sound from UI You can play sound events from Panel code with [Panel.PlaySound](https://asset.party/api/Sandbox.UI.Panel/PlaySound) or using css properties [sound-in and sound-out](https://wiki.facepunch.com/sbox/custom-style-properties) ## Playing a Sound from the World You can play sound events from GameObject or Component code with [Sound.Play](https://asset.party/api/Sandbox.Sound/Play), this will give you a [SoundHandle](https://asset.party/api/Sandbox.SoundHandle) you can modify. Additionally you can use [RPCs](https://docs.facepunch.com/s/sbox-dev/doc/rpc-messages-u5EwxSsBrD) to broadcast sounds in multiplayer. ```cs protected override void OnEnabled() { // play sound from GameObject origin var sound = Sound.Play( "example", Transform.World.Position ); sound.Pitch = 2.0f; sound.Volume = 0.5f; } ```