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