portal64-still-alive/documentation/levels/cutscenes/q_sound.md
2024-04-13 17:03:54 -04:00

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# 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.