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setWorldSoundEnabled

Client-side
Server-side
Shared

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This function allows you to disable world sounds. A world sound is a sound effect which has not been caused by playSound or playSound3D.

Note

The values for group and index can be determined by using the client command showsound in conjunction with setDevelopmentMode . If immediate argument is set to false , this function won't affect sounds which are already playing (such as the wind that can only be stopped by entering an interior.) See also: setAmbientSoundEnabled .

Syntax

bool setWorldSoundEnabled ( int group, bool enable, [ int index = -1, bool immediate = false ] )
Required Arguments
  • group: An integer representing the world sound group .
  • enable: Set to false to disable, true to enable.
Optional Arguments

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

  • index (default: -1): An integer representing an individual sound within the group
  • immediate (default: false): MISSING_PARAM_DESC

Returns

  • bool: value

Returns true if the world sound was correctly enabled/disabled, false if invalid values were passed.

Code Examples

shared

This is a simplified example that lets the client toggle their weapon sounds.

function toggleWeaponSounds_f ( )
local enabled = isWorldSoundEnabled ( 5 ) -- We place this variable here for checking.
enabled = not enabled -- And here we invert (toggle) the variable, so if it's false, it becomes true, if it's true, it becomes false.
-- Used for the chat declaration:
local state = "enabled"
if ( not enabled ) then
state = "disabled"
end
--
setWorldSoundEnabled ( 5, enabled ) -- And here the toggling happens.
outputChatBox ( "Weapon sounds " .. state )
end
addCommandHandler ( "toggleweaponsounds", toggleWeaponSounds_f )

See Also

World Functions