Exports
You can use exports by doing: exports["evo_sound"]:PlayUrl(soundId, url, vol, loop, options)
Client
Playing sounds
PlayUrl(soundId, url, vol, loop, options)
Plays URL, will be heard everywhere
PlayUrlPos(soundId, url, vol, pos, loop, options, overrides)
Plays URL at location
Playing TTS
PlayTTS(soundId, text, lang, vol, options)
Plays TTS, will be heard everywhere
PlayTTSPos(soundId, text, lang, vol, pos, options, overrides)
Plays TTS at location
Getters
getLink(soundId)
Returns current sound URL
getPosition(soundId)
Returns current sound position
isLooped(soundId)
Returns true if looped, false otherwise
getInfo(soundId)
Returns full sound object
soundExists(soundId)
Returns true if sound exists, false otherwise
isPlaying(soundId)
Returns true if sound is playing, false otherwise
isPaused(soundId)
Returns true if sound is paused, false otherwise
getDistance(soundId)
Returns current sound distance
getVolume(soundId)
Returns current sound volume
isDynamic(soundId)
Returns true if sound is dynamic, false otherwise
getTimeStamp(soundId)
Returns sound timestamp
getMaxDuration(soundId)
Returns sound max duration
isPlayerInStreamerMode()
Returns true if player is in streamer mode (muted)
getAllAudioInfo()
Returns all sounds object
isPlayerCloseToAnySound()
Returns true if player is close to sound
isSpatial(soundId)
Returns true if sound is spatial
isFilterable(soundId)
Returns true if sound is fitlerable
isAttached(soundId)
Returns true if sound is attached to any entity
getAttachedNetId(soundId)
Returns attached entity netId
getInteriorId(soundId)
Returns sound current interiorId
getAudioType(soundId)
Returns sound current audio type (audio, stream)
Events
All events take soundId as first param and a function as second param
onPlayStart(soundId, delegate)
Triggered when sound starts. Wont trigger if SkipEvents is set to true Sound object is passed to the delegate function
onPlayEnd(soundId, delegate)
Triggered when sound ends Sound object is passed to the delegate function
onLoading(soundId, delegate)
Triggered when sound is loading Sound object is passed to the delegate function
onPlayPause(soundId, delegate)
Triggered when sound is paused Sound object is passed to the delegate function
onPlayResume(soundId, delegate)
Triggered when sound is resumed Sound object is passed to the delegate function
onPlayStartSilent(soundId, delegate)
Triggered when sound starts Sound object is passed to the delegate function
onPlayError(soundId, delegate)
Triggered when there is an error playing the sound Sound object is passed to the delegate function
onTimestamp(soundId, delegate)
Triggered when sound timestamp is updated Sound object is passed to the delegate function
onSoundSync(soundId, delegate)
Triggered when sync data is retrieved from the UI Sync object is passed to the delegate function. Learn more about sync on Sync System
onInRange(soundId, delegate)
Triggered when sound gets in player range Sound object is passed to the delegate function
Server
Playing Sounds
PlayUrl(source, soundId, url, vol, loop)
Plays URL, will be heard everywhere
PlayUrlPos(source, soundId, url, vol, pos, loop, overrides)
Plays URL at location
Playing TTS
PlayTTS(source, soundId, text, lang, vol, loop)
Plays TTS, will be heard everywhere
PlayTTSPos(source, soundId, text, lang, vol, pos, loop, overrides)
Plays TTS at location
Setters
Position(source, soundId, pos)
Change sound position
Distance(source, soundId, distance)
Change sound position
Destroy(source, soundId)
Destroy sound
Pause(source, soundId)
Pause sound
Resume(source, soundId)
Resume sound
setVolume(source, soundId, vol)
Set sound volume
setTimeStamp(source, soundId, time_)
Set sound timestamp
destroyOnFinish(soundId, bool)
Enable/disable sound destruction on finish
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