obj.Sound()
GrandSong edited this page Nov 1, 2016
·
5 revisions
##Overview
The .Sound()
function can be used to play a sound, centered on the object.
If Cheats are enabled, you can press F5 to view and listen all sounds in the game.
##Syntax
someObj.Sound( <SoundGroup>, <SoundId> )
Where:
-
<SoundGroup>
is the name of anOBJECT
defined insounds.txt
-
<SoundId>
is the name of anEVENT
defined insounds.txt
for the givenSoundGroup
##Example
-- Plays the sound that the game uses for placing a Toilet
someObj.Sound( "Toilet", "Place")
##Notes
sounds.txt
also contains definitions for something called SAMPLEGROUP
, but I have not yet experimented with these.
##See Also
##Some Useful Sounds
this.Sound("Guard", "Damage") -- whooerrr
this.Sound("Guard", "AlertBegin") -- Gloglo
this.Sound("Guard", "ChasingEscaper") -- alarm whistle
this.Sound("Guard", "RadioBleep") -- Boohgoon
this.Sound("Guard", "RadioBleepAlertEnd") -- Abort alert
this.Sound("Guard", "Place") -- Fffoww
this.Sound("Cook", "Place") -- Cute sound
this.Sound("Doctor", "Place") -- Another cute sound
this.Sound("DogHandler", "MoveOrderIssued") -- Dildil
this.Sound("Drain", "Place") -- Install Metal
this.Sound("Boombox", "Smash") -- Smash
this.Sound("Soldier", "ShoutWarning") -- Hey!
this.Sound("_Contraband", "PrisonerSearchComplaint") -- Hey!!
this.Sound("_Interface", "Cancel") -- Dewww
this.Sound("_Reports", "FireStaff") -- Hofp
this.Sound("_EscapeMode", "ProgressBar") --Clock Ticking
this.Sound("_EscapeMode", "TunnelExit") --Dig out
this.Sound("_EscapeModeInterface", "FollowModeOn") -- Whistle
this.Sound("_EscapeModeInterface", "Surrender") --
this.Sound("_Campaign", "ObjectiveCompleted") --
this.Sound("_Finance", "ReceivePayment") --
this.Sound("_World", "Death") --
this.Sound("_Tools", "HitBy_Fists") -- Pong
this.Sound("__EpilogueOutro", "Music2") -- Calming
this.Sound("__EpilogueOutro", "Music3") -- News
this.Sound("__EpilogueOutro", "Music7") --
this.Sound("__EpilogueOutro", "Music8") --
this.Sound("__ConvictionHeist", "HeistMusic5") -- Warning Horn
this.Sound("__ConvictionHeist", "HeistMusic12") -- Warm/Welcoming/Victorious Horn
-- this.Sound("__ConvictionHeist", "HeistSFX7") -- Siren (Never stop! Don't use it!)
this.Sound("__ConvictionMorgan", "MorganMusic3") -- Astonishing
this.Sound("__ConvictionMorgan", "MorganMusic4") -- Big Whoops
this.Sound("__ConvictionMorgan", "MorganMusic5") -- Big Whoops
this.Sound("__ConvictionMorgan", "MorganSFX3") -- Rusty zzzz
this.Sound("__ConvictionVisitaion", "ConvictionMusic1") -- Normal Life
this.Sound("__ConvictionVisitaion", "ConvictionMusic4") -- Bad Thing Coming
this.Sound("__DeathRowConfession", "Start") -- Holy music
this.Sound("__DeathRowConfession", "YouHaveTo") -- Holy music
this.Sound("__DeathRowConfession", "AreYouLooking") -- Heavy Heart
this.Sound("__DeathRowConfession", "FadeToPrison") -- All is over
this.Sound("__FoodFamily", "Start") -- Family music
this.Sound("__FoodFamily", "Coughing") -- Cough very badly
this.Sound("__FoodFamily", "InfirmaryMusic2") -- Western/Marfia Theme
this.Sound("__FoodFamily", "InfirmaryMusic8") -- Good Thing Leaving
this.Sound("__FoodFeud", "Feud1s") -- Stab and Ahhh
this.Sound("__RiotAssault", "Breach2") -- Action Film!
-- Contributor: GrandSong