Plays the specified sound effect, supports both built-in and custom sounds. Returns the id of the sound played.
Use either
asset_get( sound ) Reference→ sound_get( sound ) Reference→to retrieve the ID.
Argument | Type | Description |
---|---|---|
soundID | :real | The ID of the game sound to play |
looping | :real | (optional) Whether to loop the sound or not. If set to true, be sure to save the id of the sound so you can later stop it with sound_stop( sound ) Reference→ |
panning | :real | (optional) The panning of the sound. Should be between -1 and 1. Using the keyword noone will use normal panning. |
volume | :real | (optional) The volume of the sound. Should be between 0 and 1. |
pitch | :real | (optional) The pitch of the sound, in multiples. 2 will play the sound at double pitch, 0.5 at half pitch, and so on. |
Example, called from attack_update.gml:
if (attack == AT_NSPECIAL) {
if (window == 4 && window_timer == 1) {
sound_play( sound_get( "custom" ) );
}
}