audio_play_for_character(audio_name, human_name[, type_name[, for_cutscene[, blocking[, variant[, voice_distance[, cellphone_line[, ignore_fade]]]]]]]) |
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Parameters: |
audio_name | | (string) name of sound |
human_name | | (string) name of character |
type_name | | (string, optional) name of audio source (can be "foley", "voice", "music", or "ambient"; defaults to "foley") |
for_cutscene | | (boolean, optional) no longer used (NIQ 4/2/09: this parameter needs to be removed) |
blocking | | (boolean, optional) set to true if the function should block until the sound has finished playing (defaults to false) |
variant | | (integer, optional) index of the specific variant of the voice line to play (or -1 for a random selection; defaults to -1) |
voice_distance | | (integer, optional) distance that the foley can be heard from; only used for voices (0 = short, 1 = normal, 2 = long, 3 = extreme; defaults to -1, which is normal distance for peds, and extreme distance for passengers in cars) |
cellphone_line | | (boolean, optional) set to true if the audio is for a cellphone line (defaults to false) |
ignore_fade | | (boolean, optional) set to true to ignore the volume throttling that occurs with screen fades (defaults to false) |
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Returns: |
(integer) audio instance handle, or -1 on error |
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Description: |
Play a 3D sound (by name) on a character. Example: audio_play_for_character("Woot", "#PLAYER1#", "foley") Plays the sound "Woot" on the local player. |
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back to index | SR3 Script Action Documentation Last updated: Tue, 09 Aug 2011 11:32:16 |