S&box Wiki
Home
/
Edit Sound Events
View
Edit
History
No Category
Developer Overview
The Project System
Publishing To Asset Party
Getting Started With Hammer
Mapping Basics
Mapping Entities
Advanced Mapping Techniques
Getting Started with Modeldoc
Animgraph & Animation
Physics
Modeldoc Nodes
Advanced Modelling
UI Basics
Styles & Stylesheets
Razor Templates
Game Menus
Materials
Built In Shaders
Shaders
Shader Reference
Sounds & Audio
Particles
Getting Started
Making Games
Input
Networking
Physics
Rendering
Editor & Tools
VR
Misc
Playing Guides
Console Commands & Variables
Dedicated Server
Log in to edit
Sound Events
<cat>Audio.Intro</cat> <title>Sound Events</title> # Why Sound Events? You just want to play a sound and are annoyed that you have to create a sound event to do it. Here's some of the things sound events can do for you. * Define whether sound is 2D or 3D * Define the volume * Randomly choose between multiple sounds each play * Randomly adjust volume or pitch each play * Can be fired from animations # Creating Sound Events In Code You can define a sound event as a static field in any class in your addon. The class doesn't have to be an entity, it could be an empty class made especially to define sound events. ```cs class ExampleClass { static SoundEvent ExampleSound = new ( "sounds/example.wav" ); } ``` This will create a sound event called `ExampleClass.ExampleSound`. # Using Sound Events You can directly use the SoundEvent with [Sound.Play](https://wiki.facepunch.com/sbox/Guide_to_Sounds). # TODO Add reference to the managed audio system once added for further usage
S&box Wiki
Development
Developer Overview
6
Editor Overview
General FAQ
System Requirements
The s&box wiki
Troubleshooting
Useful Links
The Project System
4
Adding Assets
Creating a Game Project
Project Settings Window - Games
Project Types
Publishing To Asset Party
2
Uploading assets
Uploading projects
Hammer
Getting Started With Hammer
3
Getting Started With Hammer
Making Your First Map
Mapping Resources
Mapping Basics
7
Cordons
Hotspot Materials
Selection Sets
Standard Mapping Dimensions
Tool Materials
Tools Visualisation Modes
Using Entities That Require a Mesh
Mapping Entities
2
Creating a Door
Light Entities
Advanced Mapping Techniques
8
Collaborating With Prefabs and Git
Instances
Prefabs
Quixel Bridge Plugin
Tilesets
Tilesets-Advanced
Tilesets-Proxies
VIS Optimizations
Models & Animation
Getting Started with Modeldoc
7
Automatic Model Setup
Breakpieces
Creating a Model
Guide to Models
Importing Rust Weapons
LODs
ModelDoc FAQ & best practices
Animgraph & Animation
4
Animations without Animgraph
AnimEvents, AnimGraph Tags, Attachments
Animgraph
Delta Animations
Physics
3
Cloth Physics
Collisions, Physics & Surface Types
Jiggle Bones
Modeldoc Nodes
1
Custom ModelDoc nodes
Advanced Modelling
6
Bodygroups
Citizen
First Person
IKChains and Stride Retargeting
Morphs
Vertex Normals
User Interface
UI Basics
6
Custom Fonts
Embedding Websites
Enabling Pointer Events
Events and Input
UI Basics
UI with Components
Styles & Stylesheets
1
Video Backgrounds
Razor Templates
4
A Razor Overview
Aliases and SetProperty Attributes
Generic Components
Templates
Game Menus
1
Making a Custom Pause Screen
Materials & Shaders
Materials
5
Guide to Materials
Material Attributes
Material Resources
Texture Settings
Using Dynamic Expressions
Built In Shaders
2
Foliage Shader
Glass Shader
Shaders
4
Compute Shaders
Constant Buffers
Material API
Shading Model
Shader Reference
5
Anatomy of Shader Files
Getting rid of Tex2D macros
Shader Reference
Shader States
Texture Format Cheat-Sheet
Other Assets
Sounds & Audio
4
Guide to Sounds
Sound Events
Sound Occlusion
Soundscapes
Particles
5
Creating animated sprites
Creating your first particle effect
Understanding Particle Editor
Using custom sprites
Using particle systems from C#
Coding
Getting Started
5
Cheat Sheet
Learning Resources
Setting up Rider
Setting up Visual Studio
Setting up Visual Studio Code
Making Games
2
Components
GameObjects
Input
4
Commands
ConVars
Input System
Speech Recognition
Networking
7
Auth Tokens
Http Requests
Lobby System
Networked Types
Networking Basics
RPCs
WebSockets
Physics
5
Collisions
Hitboxes
Joints
Traces
Triggers
Rendering
3
Render Tags
RenderHooks
Scenes
Editor & Tools
5
Guide to Widgets
Hammer API
Hammer Gizmos
Hotload Performance
Widget Docking
VR
3
Getting Started
VR Input
VR Overlays
Misc
10
Asset Types
Attributes and Component Properties
Backend API
Code Accesslist
CPU Performance Profiling
DisplayInfo
package/find
Setting Up A Navigation Mesh
Threaded Tasks
TypeLibrary
Playing
Playing Guides
3
Default Keybinds
Proton
s&box on macOS (Experimental)
Console Commands & Variables
1
Launch Arguments
Dedicated Server
1
Dedicated Servers