Difference between revisions of "playSound"

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Fixed cfgSounds link)
m
Line 50: Line 50:
  
 
[[Category:Scripting Commands|PLAYSOUND]]
 
[[Category:Scripting Commands|PLAYSOUND]]
 +
[[Category:Scripting Commands OFP 1.99|{{uc:{{PAGENAME}}}}]]
 
[[Category:Scripting Commands OFP 1.96|PLAYSOUND]]
 
[[Category:Scripting Commands OFP 1.96|PLAYSOUND]]
 
[[Category:Scripting Commands OFP 1.46|PLAYSOUND]]
 
[[Category:Scripting Commands OFP 1.46|PLAYSOUND]]

Revision as of 11:57, 25 September 2014

Introduced with Operation Flashpoint version 1.001.00Effects of this scripting command are not broadcasted over the network and remain local to the client the command is executed on
Hover & click on the images for descriptions

Description

Description:
selects Sound from CfgSounds declared in the Description.ext file.

Syntax

Syntax:
playSound soundName
Parameters:
soundName: String
Return Value:
Nothing

Alternative Syntax

Syntax:
playSound [soundName,forcePlay]
Parameters:
soundName: String
forcePlay: Boolean - true to ignore fadeSound volume settings.
Return Value:
Nothing

Examples

Example 1:
playSound "soundname"

Additional Information

See also:
playSound3DsideRadiosayplayMusicsay2Dsay3DcreateSoundSource

Notes

i
Only post proven facts here. Report bugs on the feedback tracker. Use the Talk page or the Forums for discussions.

Notes

Posted on August 4, 2006 - 10:57
hardrock
Notes from before the conversion: For dialogue involving living units it is better to use say, playSound will play a sound at the location of the player, say will play a sound at the location of the unit that is speaking, and it will only play that sound if the unit is alive.

Bottom Section