Sound
Class for playing in-game 2D and 3D sounds.
You can also load raw .ogg
files from disk! Please check SpecialPath.
Examples​
local my_sound = Sound(
Vector(-510, 145, 63), -- Location (if a 3D sound)
"helix::A_VR_Confirm", -- Asset Path
false, -- Is 2D Sound
true, -- Auto Destroy (if to destroy after finished playing)
SoundType.SFX,
1, -- Volume
1 -- Pitch
)
-- Spawning a ogg sound located in a Package
local ogg_sound = Sound(Vector(), "package://my-package/Client/awesome_beep.ogg", true)
Constructors​
Normal​
local my_sound = Sound(location, asset, is_2D_sound?, auto_destroy?, sound_type?, volume?, pitch?, inner_radius?, falloff_distance?, attenuation_function?, keep_playig_when_silent?, loop_mode?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | Only used if 3D sound | |
Sound Reference | asset | The Sound Asset to load | |
boolean | is_2D_sound | false | Whether to spawn it as 2D or 3D |
boolean | auto_destroy | true | Whether to destroy after finished playing |
SoundType | sound_type | SoundType.SFX | Used to apply user's volume settings |
float | volume | 1 | |
float | pitch | 1 | |
float | inner_radius | 400 | Only used if 3D sound |
float | falloff_distance | 3600 | Only used if 3D sound |
AttenuationFunction | attenuation_function | Linear | Only used if 3D sound |
boolean | keep_playig_when_silent | false | Only used if 3D sound - Use with caution, it may cause performance issues! |
SoundLoopMode | loop_mode | Default | Whether should force sound to loop |
auto_destroy
means the Entity will be immediately destroyed after spawned, losing references to the Particle System spawned in-game. So if the Particle System itself loops indefinitely, it will keep playing until the Player reconnects.
Static Functions​
Inherited Entity Static Functions
Returns | Name | Description | |
---|---|---|---|
table of Base Entity | GetAll | Returns a table containing all Entities of the class this is called on | |
Base Entity | GetByIndex | Returns a specific Entity of this class at an index | |
integer | GetCount | Returns how many Entities of this class exist | |
iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() | |
table | Inherit | Inherits this class with the Inheriting System | |
table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System | |
table or nil | GetParentClass | Gets the parent class if this Class was created with the Inheriting System | |
boolean | IsChildOf | Gets if this Class is child of another class if this Class was created with the Inheriting System | |
function | Subscribe | Subscribes to an Event for all entities of this Class | |
function | SubscribeRemote | Subscribes to a custom event called from server | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed |
Functions​
Inherited Entity Functions
Returns | Name | Description | |
---|---|---|---|
integer | GetID | Gets the universal network ID of this Entity (same on both client and server) | |
table | GetClass | Gets the class of this entity | |
boolean | IsA | Recursively checks if this entity is inherited from a Class | |
function | Subscribe | Subscribes to an Event on this specific entity | |
function | SubscribeRemote | Subscribes to a custom event called from server on this specific entity | |
Unsubscribe | Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed | ||
SetValue | Sets a Value in this Entity | ||
any | GetValue | Gets a Value stored on this Entity at the given key | |
Destroy | Destroys this Entity | ||
boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) | |
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players |
Inherited Actor Functions
Returns | Name | Description | |
---|---|---|---|
AddImpulse | Applies a force in world world to this Actor | ||
AttachTo | Attaches this Actor to any other Actor, optionally at a specific bone | ||
Detach | Detaches this Actor from AttachedTo Actor | ||
SetCollision | Sets this Actor's collision type | ||
SetDimension | Sets this Actor's Dimension | ||
SetForce | Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel | ||
SetGravityEnabled | Sets whether gravity is enabled on this Actor | ||
SetVisibility | Sets whether the actor is visible or not | ||
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline index to use | ||
SetLifeSpan | Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed. | ||
SetLocation | Sets this Actor's location in the game world | ||
SetRotation | Sets this Actor's rotation in the game world | ||
SetRelativeLocation | Sets this Actor's relative location in local space (only if this actor is attached) | ||
SetRelativeRotation | Sets this Actor's relative rotation in local space (only if this actor is attached) | ||
SetScale | Sets this Actor's scale | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority between players | ||
TranslateTo | Smoothly moves this actor to a location over a certain time | ||
RotateTo | Smoothly rotates this actor to an angle over a certain time | ||
boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed | |
boolean | IsVisible | Returns true if this Actor is visible | |
boolean | IsGravityEnabled | Returns true if gravity is enabled on this Actor | |
boolean | IsInWater | Returns true if this Actor is in water | |
boolean | IsNetworkDistributed | Returns true if this Actor is currently network distributed | |
table of Base Actor | GetAttachedEntities | Gets all Actors attached to this Actor | |
Base Actor or nil | GetAttachedTo | Gets the Actor this Actor is attached to | |
table | GetBounds | Gets this Actor's bounds | |
CollisionType | GetCollision | Gets this Actor's collision type | |
Vector | GetLocation | Gets this Actor's location in the game world | |
Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached | |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
Rotator | GetRotation | Gets this Actor's angle in the game world | |
Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached | |
Vector | GetForce | Gets this Actor's force (set by SetForce() ) | |
integer | GetDimension | Gets this Actor's dimension | |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
Vector | GetScale | Gets this Actor's scale | |
Vector | GetVelocity | Gets this Actor's current velocity | |
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen |
Returns | Name | Description | |
---|---|---|---|
FadeIn | Plays the sound with a fade effect | ||
FadeOut | Stops the sound with a fade effect | ||
Play | Starts the sound | ||
SetFalloffDistance | If a 3D Sound, sets the distance which the sound is inaudible | ||
SetInnerRadius | If a 3D Sound, sets the distance within the volume is 100% | ||
SetLowPassFilter | Sets lowpass filter frequency. Sets 0 to disable it. | ||
SetPaused | Pauses the sound | ||
SetPitch | Sets the Sound's pitch | ||
SetVolume | Sets the Sound's volume | ||
Stop | Stops the sound | ||
StopDelayed | Stops the sound after the provided delay | ||
boolean | Is2D | Gets if the sound is 2D | |
boolean | IsPlaying | Gets if the sound is playing | |
float | GetDuration | Gets the duration of the Sound | |
float | GetPitch | ||
float | GetVolume | ||
float | GetLowPassFilter | ||
float | GetInnerRadius | ||
float | GetFalloffDistance | ||
float | GetSoundType |
FadeIn
​
Plays the sound with a fade effect
my_sound:FadeIn(fade_in_duration, fade_volume_level?, start_time?)
FadeOut
​
Stops the sound with a fade effect
my_sound:FadeOut(fade_out_duration, fade_volume_level?, destroy_after_fadeout?)
Type | Parameter | Default | Description |
---|---|---|---|
float | fade_out_duration | ||
float | fade_volume_level? | 0 | |
boolean | destroy_after_fadeout? | false |
Play
​
Starts the sound
my_sound:Play(start_time?)
Type | Parameter | Default | Description |
---|---|---|---|
float | start_time? | 0 |
SetFalloffDistance
​
If a 3D Sound, sets the distance which the sound is inaudible
my_sound:SetFalloffDistance(falloff_distance)
Type | Parameter | Default | Description |
---|---|---|---|
float | falloff_distance |
SetInnerRadius
​
If a 3D Sound, sets the distance within the volume is 100%
my_sound:SetInnerRadius(inner_radius)
Type | Parameter | Default | Description |
---|---|---|---|
float | inner_radius |
SetLowPassFilter
​
Sets lowpass filter frequency. Sets 0 to disable it.
my_sound:SetLowPassFilter(frequency)
Type | Parameter | Default | Description |
---|---|---|---|
float | frequency |
SetPaused
​
Pauses the sound
my_sound:SetPaused(pause?)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | pause? | true |
SetPitch
​
Sets the Sound's pitch
my_sound:SetPitch(new_pitch)
Type | Parameter | Default | Description |
---|---|---|---|
float | new_pitch |
SetVolume
​
Sets the Sound's volume
my_sound:SetVolume(new_volume)
Type | Parameter | Default | Description |
---|---|---|---|
float | new_volume | 0-1 |
Stop
​
Stops the sound
my_sound:Stop()
StopDelayed
​
Stops the sound after the provided delay
my_sound:StopDelayed(delay)
Type | Parameter | Default | Description |
---|---|---|---|
float | delay |
Is2D
​
Gets if the sound is 2D
— Returns boolean.
local ret = my_sound:Is2D()
IsPlaying
​
Gets if the sound is playing
— Returns boolean.
local ret = my_sound:IsPlaying()
GetDuration
​
Gets the duration of the Sound
— Returns float.
local ret = my_sound:GetDuration()
GetPitch
​
— Returns float.
local ret = my_sound:GetPitch()
GetVolume
​
— Returns float.
local ret = my_sound:GetVolume()
GetLowPassFilter
​
— Returns float.
local ret = my_sound:GetLowPassFilter()
GetInnerRadius
​
— Returns float.
local ret = my_sound:GetInnerRadius()
GetFalloffDistance
​
— Returns float.
local ret = my_sound:GetFalloffDistance()
GetSoundType
​
— Returns float.
local ret = my_sound:GetSoundType()
Events​
Inherited Entity Events
Name | Description | |
---|---|---|
Spawn | Triggered when an Entity is spawned/created | |
Destroy | Triggered when an Entity is destroyed | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() | |
ClassRegister | Triggered when a new Class is registered with the Inheriting System |
Inherited Actor Events
Name | Description | |
---|---|---|
Spawn | Triggered when an Entity is spawned/created | |
Destroy | Triggered when an Entity is destroyed | |
ValueChange | Triggered when an Entity has a value changed with :SetValue() | |
ClassRegister | Triggered when a new Class is registered with the Inheriting System |
🔊 Sound Attenuation​
This property defines the function that determines the rate of attenuation over distance. There are a number of different functions to choose from:
🔈 Linear​
This is the default function. When using this function the volume will attenuate linearly and so the changes in volume are constant as the listener moves towards and away from the source. This function is good for crossfading between large background-type sounds that don't need tightly focussed 3D spatial falloff settings.
🔈 Logarithmic​
When using this function the volume attenuates such that the changes in volume are greater at close distances, and lesser at far distances. This function is good for spot sounds that need good 3D positioning, while still being audible at reasonable distances.
🔈 Inverse​
When using this function, the changes in volume are similar to that of the logarithmic curve, but are more exaggerated. This function is good for sounds that only need to be just audible at far distances, but that gets significantly louder as the listener gets quite close to the source.
🔈 Log Reverse​
When using this function, the changes in volume are lesser at close distances, with more dramatic differences at far distances. This function is good for sounds that need to be loud across larger distances.
🔈 Natural Sound​
This function attempts to model a more 'naturalistic' falloff behavior to produce behaviors that closer match reality. This function is a kind of 'middle ground' between the Logarithmic and Inverse functions.