playSound | Multi Theft Auto: Wiki Skip to content

playSound

Client-side
Server-side
Shared

Creates a sound element and plays it immediately after creation for the local player.

Note
  • The only supported audio formats are MP3, WAV, OGG, FLAC, RIFF, MOD, WEBM, XM, IT, S3M and PLS (e.g. Webstream).
  • For performance reasons, when using playSound for effects that will be played lots (i.e. weapon fire), it is recommend that you convert your audio file to a one channel (mono) WAV with sample rate of 22050 Hz or less. Also consider adding a limit on how often the effect can be played e.g. once every 50ms.
  • Playing sound files from other resources requires the target resource to be in the running state.

OOP Syntax Help! I don't understand this!

  • Constructor: Sound(...)

Syntax

sound|false playSound ( string soundPathOrData, [ bool looped = false, bool throttled = true ] )
Required Arguments
  • soundPathOrData: filepath, raw data or URL (http://, https:// or ftp://) of the sound file you want to play.
Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.

  • looped (default: false): A boolean representing whether the sound will be looped. To loop the sound, use true. Loop is not available for streaming sounds, only for sound files.
  • throttled (default: true): A boolean representing whether the sound will be throttled (i.e. given reduced download bandwidth). To throttle the sound, use true. Sounds will be throttled per default and only for URLs.

Returns

  • sound|false: soundElement

Returns a sound element if the sound was successfully created, false otherwise.

Code Examples

client
function wasted (killer, weapon, bodypart)
local sound = playSound("sounds/wasted.mp3") -- Play wasted.mp3 from the sounds folder
setSoundVolume(sound, 0.5) -- Set the sound volume to 50%
end
addEventHandler("onClientPlayerWasted", localPlayer, wasted) -- Add the event handler