# q_sound Queues a sound to play without blocking. ## Syntax ``` q_sound SOUND_ID CHANNEL_NAME SUBTITLE_ID [VOLUME] ``` ## Arguments | Name | Description | | ------------------- | ------------------------------------------------------------------------------------------------------------------------------------------ | | `SOUND_ID` | The ID of the sound to queue. `SOUNDS_` prefix can be omitted. | | `CHANNEL_NAME` | The name of the channel to queue the sound on | | `SUBTITLE_ID` | The ID of the subtitle to display when playing the sound with subtitles enabled, or `SubtitleKeyNone`. Only shown for `CH_GLADOS` channel. | | `VOLUME` (optional) | The volume multiplier for playback. 0 is muted and 1 is normal volume. Defaults to 1. | ## Notes There are three cutscene sound channels: * `CH_GLADOS`: Intended for GLaDOS dialog. The intercom chime sound is inserted automatically, subtitles are shown (if enabled), and other sounds are dampened while this channel is playing. * `CH_MUSIC`: Intended for music. Affected by the music volume setting in the audio options menu. * `CH_AMBIENT`: Intended for test chamber ambience. Only one sound per channel is played at a time. A channel's current sound is played in its entirety before moving on to the next one queued on a first in, first out basis. A maximum of 25 sounds can be queued for each channel. Any queued while at the limit will be ignored.