A_StartSound

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Actor

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 from the calling actor.

Note: Audio files can NOT be played directly from ZScript. A sound must be defined in SNDINFO first, then its SNDINFO name can be referenced in ZScript.


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 positive number other than 0 (which enables special behavior). The predefined slots are:
  • CHAN_AUTO (0) — Explicitly plays the sound with the CHANF_OVERLAP flag enabled (even if it's not passed). This means that all sounds passed to this channel will play over each other, never interrupting one another. Before GZDoom 4.4.0 CHAN_AUTO used to pick the first unoccupied channel, but this behavior was dropped when the ability to play multiple sounds on the same channel was added.
  • CHAN_WEAPON (1)
  • CHAN_VOICE (2)
  • CHAN_ITEM (3)
  • CHAN_BODY (4) — The default for A_StartSound / A_PlaySound (but not S_StartSound), for historical reasons.
  • CHAN_5 (5)
  • CHAN_6 (6)
  • CHAN_7 (7)
  • int flags
Note: Please note that A_StartSound has a separate flags argument in constrast to A_PlaySound. Trying to combine channel constants and flag constants in one argument will NOT work with A_StartSound.
Adjusts how the sound is played. Multiple flags can be combined with |:
  • CHANF_DEFAULT — No flags. Default.
  • CHANF_LISTENERZ — Play the sound from the listener's Z position instead of the caller's.
  • CHANF_MAYBE_LOCAL — Sound is subject to compat_silentpickup and will not play if started by an actor other than the listener when the compatibility flag is enabled.
  • CHANF_UI — Sound isn't preserved in saves and will play while the game is paused.
  • CHANF_NOPAUSE — Don't pause the sound.
  • CHANF_LOOP — Loops the sound.
  • CHANF_OVERLAP — Don't stop any sounds in the channel and instead play over them.
  • CHANF_LOCAL — Only play the sound if the listener is the one doing so.
  • CHANF_NOSTOP — If the channel is occupied, do not play the sound.
  • CHANF_TRANSIENT — Sound isn't preserved in saves.
  • CHANF_FORCE — Play the sound even if it will be immediately paused upon doing so.
  • 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