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Sound

Class for playing in-game 2D and 3D sounds.


💂Authority
This class can only be spawned on 🟧 Client side.
👪Inheritance
This class shares methods and events from Base Entity, Base Actor.

tip

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?)
TypeNameDefaultDescription
VectorlocationOnly used if 3D sound
Sound ReferenceassetThe Sound Asset to load
booleanis_2D_soundfalseWhether to spawn it as 2D or 3D
booleanauto_destroytrueWhether to destroy after finished playing
SoundTypesound_typeSoundType.SFXUsed to apply user's volume settings
floatvolume1
floatpitch1
floatinner_radius400Only used if 3D sound
floatfalloff_distance3600Only used if 3D sound
AttenuationFunctionattenuation_functionLinearOnly used if 3D sound
booleankeep_playig_when_silentfalseOnly used if 3D sound - Use with caution, it may cause performance issues!
SoundLoopModeloop_modeDefaultWhether should force sound to loop
Note

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
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
tableInheritInherits this class with the Inheriting System
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This entity doesn't have own static functions.

Functions​

Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
integerGetIDGets the universal network ID of this Entity (same on both client and server)
tableGetClassGets the class of this entity
booleanIsARecursively checks if this entity is inherited from a Class
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
SetValueSets a Value in this Entity
anyGetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DetachDetaches this Actor from AttachedTo Actor
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetVisibilitySets whether the actor is visible or not
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetRotationSets this Actor's rotation in the game world
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetScaleSets this Actor's scale
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsVisibleReturns true if this Actor is visible
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
VectorGetLocationGets this Actor's location in the game world
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
RotatorGetRotationGets this Actor's angle in the game world
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
VectorGetForceGets this Actor's force (set by SetForce())
integerGetDimensionGets this Actor's dimension
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanHasAuthorityGets if this Actor was spawned by the client side
VectorGetScaleGets this Actor's scale
VectorGetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
floatGetScreenPercentageGets the percentage of this Actor size in the screen
ReturnsNameDescription
FadeInPlays the sound with a fade effect
FadeOutStops the sound with a fade effect
PlayStarts the sound
SetFalloffDistanceIf a 3D Sound, sets the distance which the sound is inaudible
SetInnerRadiusIf a 3D Sound, sets the distance within the volume is 100%
SetLowPassFilterSets lowpass filter frequency. Sets 0 to disable it.
SetPausedPauses the sound
SetPitchSets the Sound's pitch
SetVolumeSets the Sound's volume
StopStops the sound
StopDelayedStops the sound after the provided delay
booleanIs2DGets if the sound is 2D
booleanIsPlayingGets if the sound is playing
floatGetDurationGets the duration of the Sound
floatGetPitch
floatGetVolume
floatGetLowPassFilter
floatGetInnerRadius
floatGetFalloffDistance
floatGetSoundType

FadeIn​

Plays the sound with a fade effect

my_sound:FadeIn(fade_in_duration, fade_volume_level?, start_time?)
TypeParameterDefaultDescription
floatfade_in_duration
floatfade_volume_level?1
floatstart_time?0

FadeOut​

Stops the sound with a fade effect

my_sound:FadeOut(fade_out_duration, fade_volume_level?, destroy_after_fadeout?)
TypeParameterDefaultDescription
floatfade_out_duration
floatfade_volume_level?0
booleandestroy_after_fadeout?false

Play​

Starts the sound

my_sound:Play(start_time?)
TypeParameterDefaultDescription
floatstart_time?0

SetFalloffDistance​

If a 3D Sound, sets the distance which the sound is inaudible

my_sound:SetFalloffDistance(falloff_distance)
TypeParameterDefaultDescription
floatfalloff_distance

SetInnerRadius​

If a 3D Sound, sets the distance within the volume is 100%

my_sound:SetInnerRadius(inner_radius)
TypeParameterDefaultDescription
floatinner_radius

SetLowPassFilter​

Sets lowpass filter frequency. Sets 0 to disable it.

my_sound:SetLowPassFilter(frequency)
TypeParameterDefaultDescription
floatfrequency

SetPaused​

Pauses the sound

my_sound:SetPaused(pause?)
TypeParameterDefaultDescription
booleanpause?true

SetPitch​

Sets the Sound's pitch

my_sound:SetPitch(new_pitch)
TypeParameterDefaultDescription
floatnew_pitch

SetVolume​

Sets the Sound's volume

my_sound:SetVolume(new_volume)
TypeParameterDefaultDescription
floatnew_volume0-1

Stop​

Stops the sound

my_sound:Stop()

StopDelayed​

Stops the sound after the provided delay

my_sound:StopDelayed(delay)
TypeParameterDefaultDescription
floatdelay

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
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
SpawnTriggered when an Entity is spawned/created
DestroyTriggered when an Entity is destroyed
ValueChangeTriggered when an Entity has a value changed with :SetValue()
ClassRegisterTriggered when a new Class is registered with the Inheriting System
This entity doesn't have own events.

🔊 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.