A_StartSound

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clearscope void A_StartSound (sound whattoplay, int slot = CHAN_BODY, int flags = CHANF_DEFAULT, double volume = 1.0, double attenuation = ATTN_NORM, double pitch = 0, double startTime = 0)

Usage

Plays the specified sound.

Parameters

  • Sound whattoplay
The desired sound to play, as defined in SNDINFO.
  • int slot
The sound slot used for the sound. Unlike A_PlaySound, the slot is not limited to predefined slots and can be any number other than 0 (which instructs GZDoom to use another slot) and -1. The predefined slots are:
  • CHAN_AUTO (0) — Use the first channel that is not already playing something.
  • CHAN_WEAPON (1)
  • CHAN_VOICE (2)
  • CHAN_ITEM (3)
  • CHAN_BODY (4) — Default.
  • CHAN_5 (5)
  • CHAN_6 (6)
  • CHAN_7 (7)
  • int flags
Adjusts how the sound is played. Multiple flags can be combined with |:
  • CHANF_DEFAULT — No flags. Default.
  • CHANF_LISTENERZ — Played from the listener's Z-height. (Verification needed)
  • CHANF_MAYBE_LOCAL — Is subject to compat_silentpickup and will not play if the sound is made by an actor other than the local player's camera when the compatibility flag is enabled.
  • CHANF_UI — Is not preserved in savegames.
  • CHANF_NOPAUSE — Does not pause in menus.
  • CHANF_LOOP — Loops the sound.
  • CHANF_OVERLAP — Does not stop any sounds in the channel and instead plays over them.
  • CHANF_LOCAL — Only plays locally for the calling actor.
  • CHANF_NOSTOP — If the channel is occupied, do not play the sound.
  • CHANF_LOOPING — Combines CHANF_LOOP and CHANF_NOSTOP. It is equivalent to the looping parameter of A_PlaySound.
  • double volume
The volume of the sound, which ranges from 0 to 1.0. Default 1.0.
  • double attenuation
This is a positive value that specifies how quickly the sound fades with distance from its source. The exact formula for attenuation is: attenuation = default max hearable distance / desired max hearable distance. So, for example, in Doom the default max hearable distance is 1200; with attenuation of 20 the max hearable distance for the sound will be 60 map units (1200 / 20 = 60). This argument also accepts the following predefined constants:
  • ATTN_NONE — Plays the sound globally at the specified volume, disregarding distance.
  • ATTN_NORM — Uses the close_dist and clipping_dist fields defined in the sound definition. Default.
  • ATTN_IDLE — Uses Doom's normal default sound attenuation behavior.
  • ATTN_STATIC — Fades quickly (inaudible from 512 units).
  • double pitch
The sound pitch to play the sound with. Default is 0, which means the engine uses whatever pitch shift (range) that is defined in SNDINFO, if any. For non-zero values anything lower than 1.0 will slow down the sound, while higher values speed it up.
  • double startTime
Sets how much of the sound to skip when starting. The value can be anywhere between 0 and 1.0, translating to 0% to 100%. Default is 0.

Examples

 ...
 states
 {
 Spawn:
   BLAH A 5 NoDelay A_StartSound("play/sound")
   BLAH BCD 6
   BLAH E -1
   stop
 ...
 }

See also