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Version: latest - a1.30.x ⚖️

🔊 Sound

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

💂Authority
This class can only be spawned on 🟧 Client.
👪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)
"nanos-world::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
Vector locationOnly used if 3D sound
Sound Reference assetThe Sound Asset to load
boolean is_2D_soundfalseWhether to spawn it as 2D or 3D
boolean auto_destroytrueWhether to destroy after finished playing
SoundTypesound_typeSoundType.SFXUsed to apply user's volume settings
float volume1
float pitch1
float inner_radius400Only used if 3D sound
float falloff_distance3600Only used if 3D sound
AttenuationFunctionattenuation_functionLinearOnly used if 3D sound
boolean keep_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 Entity GetAllReturns a table containing all Entities of the class this is called on
Base Entity GetByIndexReturns a specific Entity of this class at an index
integer GetCountReturns how many Entities of this class exist
iterator GetPairsReturns an iterator with all Entities of this class to be used with pairs()
table InheritInherits this class with the Inheriting System
table of table GetInheritedClassesGets 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
boolean IsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
function SubscribeSubscribes to an Event for all entities of this Class
function SubscribeRemoteSubscribes 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
integer GetIDGets the universal network ID of this Entity (same on both client and server)
table GetClassGets the class of this entity
boolean IsARecursively checks if this entity is inherited from a Class
function SubscribeSubscribes to an Event on this specific entity
function SubscribeRemoteSubscribes 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
any GetValueGets a Value stored on this Entity at the given key
DestroyDestroys this Entity
boolean IsValidReturns 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 betwen players
TranslateToSmoothly moves this actor to a location over a certain time
RotateToSmoothly rotates this actor to an angle over a certain time
boolean IsBeingDestroyedReturns true if this Actor is being destroyed
boolean IsVisibleReturns true if this Actor is visible
boolean IsGravityEnabledReturns true if gravity is enabled on this Actor
boolean IsInWaterReturns true if this Actor is in water
boolean IsNetworkDistributedReturns true if this Actor is currently network distributed
table of Base Actor GetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
table GetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
Vector GetLocationGets this Actor's location in the game world
Vector GetRelativeLocationGets this Actor's Relative Location if it's attached
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
Rotator GetRotationGets this Actor's angle in the game world
Rotator GetRelativeRotationGets this Actor's Relative Rotation if it's attached
Vector GetForceGets this Actor's force (set by SetForce())
integer GetDimensionGets this Actor's dimension
boolean HasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
boolean HasAuthorityGets if this Actor was spawned by the client side
Vector GetScaleGets this Actor's scale
Vector GetVelocityGets this Actor's current velocity
AddActorTagAdds an Unreal Actor Tag to this Actor
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
table of string GetActorTagsGets all Unreal Actor Tags on this Actor
boolean WasRecentlyRenderedGets if this Actor was recently rendered on screen
float GetDistanceFromCameraGets the distance of this Actor from the Camera
float GetScreenPercentageGets 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
boolean Is2DGets if the sound is 2D
boolean IsPlayingGets if the sound is playing
float GetDurationGets the duration of the Sound
float GetPitch
float GetVolume
float GetLowPassFilter
float GetInnerRadius
float GetFalloffDistance
float GetSoundType

FadeIn

Plays the sound with a fade effect
my_sound:FadeIn(fade_in_duration, fade_volume_level?, start_time?)
TypeParameterDefaultDescription
float fade_in_duration
float fade_volume_level?1
float start_time?0

FadeOut

Stops the sound with a fade effect
my_sound:FadeOut(fade_out_duration, fade_volume_level?, destroy_after_fadeout?)
TypeParameterDefaultDescription
float fade_out_duration
float fade_volume_level?0
boolean destroy_after_fadeout?false

Play

Starts the sound
my_sound:Play(start_time?)
TypeParameterDefaultDescription
float start_time?0

SetFalloffDistance

If a 3D Sound, sets the distance which the sound is inaudible
my_sound:SetFalloffDistance(falloff_distance)
TypeParameterDefaultDescription
float falloff_distance

SetInnerRadius

If a 3D Sound, sets the distance within the volume is 100%
my_sound:SetInnerRadius(inner_radius)
TypeParameterDefaultDescription
float inner_radius

SetLowPassFilter

Sets lowpass filter frequency. Sets 0 to disable it.
my_sound:SetLowPassFilter(frequency)
TypeParameterDefaultDescription
float frequency

SetPaused

Pauses the sound
my_sound:SetPaused(pause?)
TypeParameterDefaultDescription
boolean pause?true

SetPitch

Sets the Sound's pitch
my_sound:SetPitch(new_pitch)
TypeParameterDefaultDescription
float new_pitch

SetVolume

Sets the Sound's volume
my_sound:SetVolume(new_volume)
TypeParameterDefaultDescription
float new_volume0-1

Stop

Stops the sound
my_sound:Stop()

StopDelayed

Stops the sound after the provided delay
my_sound:StopDelayed(delay)
TypeParameterDefaultDescription
float delay

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
DimensionChangeTriggered when an Actor changes it's dimension
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.