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crpl:docs:playsound

<- CRPL reference <- SoundCommands

PlaySound

Arguments Result Notation
Name of Sound s1 –

Description

Plays a sound. The list of available sound names can be found in the game by clicking the “Sound” button on the unit editing panel. Here, sounds can be sampled as well.

Note that sounds play asynchronously - multiple sounds can be played at the same time and will overlap, with one limitation - no given sound can be played within 0.1 seconds of itself. When playing sounds in custom maps, take care to select those that fit the action and are not overly annoying.

Names are case sensitive.

Sounds are:

  • “Explosion0” through “Explosion11”
  • “Weapons0” through “Weapons33”
  • “Misc0” through “Misc35”
  • “Retro0” through “Retro26”
  • “PulseCannonFire”
  • “PulseExplosion”
  • “MortarFire”
  • “MortarExplosion”
  • “DroneTakeoff”
  • “Dronefire”
  • “SniperFire”
  • “SprayerFire”
  • “CollectorOff”
  • “CollectorOn”
  • “BerthaShellHit”
  • “BerthaFire”
  • “UnitExplosion”
  • “UnitLand”
  • “UnitTakeOff”
  • “UnitPlaced”
  • “ErrorBeep”
  • “CreeperShrapnelHit”
  • “BombExplode”
  • “InfoMessoge”
  • “ShieldGeneratorOn”
  • “ShieldGeneratorOff”
  • “CreeperAA”
  • “SporeExplosion”
  • “SporeFire”
  • “RunnerExplosion”
  • “RunnerFire”
  • “Stunned”
  • “TotemExplosion”
  • “BlackHoleDone”
  • “MissionSuccess”
  • “MissionFailure”

Examples

PlaySound("Explosion0")
#cycle through all the retro sounds
<-num 1 add 27 mod ->num
"Retro" <-num concat PlaySound
60 delay
crpl/docs/playsound.txt · Last modified: 2018/07/20 01:30 by Grabz