Play Sound
A sound from a point on the map or straight into the player's ears — with every knob the engine has
playsound true @sfx-explosion 1 1 0 10 10 true| Field | What is in it |
|---|---|
| first | whether the sound is positional |
| second | which sound: an @sfx-… constant |
| third | volume |
| fourth | pitch |
| fifth | pan: further left or right |
| sixth and seventh | the point, if the sound is positional |
| eighth | whether to limit overlapping |
Positional and global
Section titled “Positional and global”A positional sound is tied to a point on the map: the further the player’s camera is from it the quieter it gets, and it is heard from the side the point is on. That is how shots and explosions sound.
A global one sounds the same for everybody everywhere — it is how you say an event happened, not that something knocked somewhere. Volume and pan work on it; coordinates are not needed.
Where the sounds come from
Section titled “Where the sounds come from”Every sound in the game is available as the constant @sfx-<name>: @sfx-explosion,
@sfx-shoot, @sfx-pew, @sfx-place. The list is the same as the game’s files, and the
editor’s picker shows all of it.
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