Server
Manipulate the sound
Play
This export is a synchronous function, which means that this code returns a soundId to you. And if sound is not created, it returns false
Parameters
source:
number
You can pass -1 for sync
soundId?:
string
If not provided, will be created automatically
url:
string
coords:
vector3
Unlike the client side the coords param is required on the server side
loop?:
boolean
volume?:
number
Override default volume (even if sound profile is enabled)
panner?:
PannerNode
Returns
soundId | false
Stop
Parameters
source:
number
soundId:
string
Pause
Parameters
source:
number
soundId:
string
Resume
Parameters
source:
number
soundId:
string
Destroy
Parameters
source:
number
soundId:
string
Destroy All
Attach Entity
Parameters
source:
number
soundId:
string
networkId:
number
Detach Entity
Parameters
source:
number
soundId:
string
Attach To Player
If you are going to attach to a player, you can of course use the attachEntity
. But you should definitely use this. Because if the player gets in the car, the script detects it with this export and filters the sound.
Parameters
source:
number
soundId:
string
playerId:
number
Detach From Player
Parameters
source:
number
soundId:
string
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