native bool:rh_emit_sound2(const entity, const recipient, const channel, const sample[], Float:vol = VOL_NORM, Float:attn = ATTN_NORM, const flags = 0, const pitch = PITCH_NORM, emitFlags = 0, const Float:origin[3] = {0.0,0.0,0.0});
entity | Entity index or use 0 to emit from worldspawn at the specified position |
recipient | Recipient index or use 0 to make all clients hear it |
channel | Channel to emit from |
sample | Sound file to emit |
vol | Volume in percents |
attn | Sound attenuation |
flags | Emit flags |
pitch | Sound pitch |
emitFlags | Additional Emit2 flags, look at the defines like SND_EMIT2_* |
origin | Specify origin and only on "param" entity worldspawn that is 0 |
Emits a sound from an entity from the engine.
true if the emission was successfull, false otherwise
This documentation was automatically generated using pawn-docgen made by xPaw for AlliedMods.