Sounds#
Playing Sounds#
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void EmitSoundOnEntity(entity ent, string sound)#
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void EmitSoundOnEntityNoSave(entity ent, string sound)#
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void EmitSoundOnEntityAfterDelay(entity ent, string sound, number delay)#
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void EmitSoundOnEntityOnlyToPlayerWithSeek(entity ent, entity reciever, string sound, number duration_maybe)#
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void EmitSoundOnEntityExceptToPlayerWithSeek(entity ent, entity reciever, string sound, number duration_maybe)#
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void EmitSoundOnEntityToTeam(entity ent, string sound, int team)#
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void EmitSoundOnEntityToEnemies(entity ent, string sound, int team)#
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void EmitSoundAtPosition(int team, vector origin, string sound)#
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void EmitSoundAtPositionOnlyToPlayer(int team, vector origin, entity player, string sound)#
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void EmitSoundAtPositionExceptToPlayer(int team, vector origin, entity player, strign sound)#
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void StopSoundOnEntity(entity ent, string sound)#
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void StopSoundAtPosition(vector pos, string sound)#
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void FadeOutSoundOnEntity(entity ent, string sound, number fadeOut)#
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void EmitSoundOnEntityOnlyToPlayer(entity ent, entity reciever, string sound)#
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void EmitSoundOnEntityOnlyToPlayerWithFadeIn(entity ent, entity reciever, string sound, number fadeIn)#
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void EmitSoundOnEntityExceptToPlayer(entity ent, entity exception, string sound)#
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void EmitSoundOnEntityExceptToPlayerNotPredicted(entity ent, entity exception, string sound)#
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bool DoesAliasExist(string dialogueAlias)#
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int GetSoundTags(string sound)#
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void SetRapidShiftOffset(number offset)#
AI Sounds#
Sounds the AI can react to
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void EmitAISound(int soundFlags, int contextFlags, vector pos, float radius, float duration)#
Create a new sound event that AI can response to.
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void EmitAISoundWithOwner(entity owner, int soundFlags, int contextFlags, vector pos, float radius, float duration)#
Create a sound event that AI can respond to, specifying the owner of the sound.
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void EmitAISoundToTarget(entity target, int soundFlags, int contextFlags, vector pos, float radius, float duration)#
Create a sound event that AI can respond to, specifying who the sound should target.
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void EmitAISoundWithOwnerToTarget(entity ownerEnt, entity targetEnt, int soundFlags, int contextFlags, vectorPos, float radius, float duration)#
Create a sound event that AI can respond to, specifying who the sound should target, and the owner of the sound.