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sound

From Quake Wiki

void sound(entity e, float channel, string soundPath, float volume, float attenuation)

Usage[edit]

Plays a sound at an entity's location using one of its sound channels. A sound must be precached during map load in order to be considered valid. Once a sound is playing the only way to stop it is by passing an empty sound to play on the same channel. Sounds will always interrupt each other if played on the same channel, but CHAN_AUTO will attempt to avoid this.

Parameters[edit]

  • e
The entity to play the sound from.
  • channel
Can be a value from 0 to 7 (whole numbers only). 0 (CHAN_AUTO) will try and not override any currently playing sounds. Default values:
  • CHAN_AUTO
  • CHAN_WEAPON
  • CHAN_VOICE
  • CHAN_ITEM
  • CHAN_BODY
  • soundPath
The path of the sound file. Supports WAV (.wav) files.
  • volume
Can be a value from 0 to 1.
  • attenuation
Determines the linear falloff of the sound over distance. A value of 0 (ATTN_NONE) will have no fall off. The larger the value, the greater the falloff. Default values:
  • ATTN_NONE
  • ATTN_NORM
  • ATTN_IDLE
  • ATTN_STATIC

Example[edit]

void monster_my_monster()
{
    // Make sure to precache the sound first in the initialization function
    precache_sound("mymonster/missile.wav");
}

void MyMonsterMissileAttack()
{
    // Play the sound on the monster's weapon channel
    sound(self, CHAN_WEAPON, "mymonster/missile.wav", 1, ATTN_NORM);
}