FutureProg functions
emitnoise
Overload 1
emitnoise overload 1
Boolean emitnoise(Perceivable source, Number volume, Number propagation, Text mode, Text type, Text echo)
Available in
- computer function
- computer program
- standard futureprog
Emits a bounded, attenuated structured sound. Each reached listener receives one CharacterNoiseReceived event by the cheapest valid route.
| Parameter | Type | Description |
|---|---|---|
source |
Perceivable |
The character or item producing the noise. |
volume |
Number |
The AudioVolume value from 1 (Faint) to 7 (Dangerously Loud). |
propagation |
Number |
A finite positive propagation budget independent of AudioVolume. |
mode |
Text |
Either topological or coordinate. |
type |
Text |
A stable category such as impact, alarm, gunshot, or machinery. |
echo |
Text |
The distant-audio template. Use {0} for direction and optionally {1} for volume. |
Overload 2
emitnoise overload 2
Boolean emitnoise(Perceivable source, Number volume, Text type, Text echo)
Available in
- computer function
- computer program
- standard futureprog
Emits a propagated sound and one NoiseEmitted event at its origin. Hooks can use that event for game-specific reactions, such as making zombies investigate sounds, without hard-coding those reactions in the engine.
| Parameter | Type | Description |
|---|---|---|
source |
Perceivable |
The character or item producing the noise. |
volume |
Number |
The AudioVolume value from 1 (Faint) to 7 (Dangerously Loud). |
type |
Text |
A stable category such as impact, alarm, gunshot, or machinery. |
echo |
Text |
The distant-audio template. Use {0} for direction and optionally {1} for volume. |