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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!

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

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

  • sound|false: soundElement

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