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Sound Reference

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doors_sound_opts

Field Type Required Description
path string Yes sound path relative to sound/
ent Entity? No
pos Vector? No fixed world position, when there is no entity
offset Vector? No local offset from ent
volume number? No 0-1
level number? No SNDLVL
resumable boolean? No play on a managed channel, so it survives the listener crossing the void
loop boolean? No repeat from the file's own loop marker; implies resumable
owner Entity? No for group-stop via Doors:StopSounds, and stops with the owner
tag string? No group label for Doors:StopSounds
pair string? No one side of a sound authored twice, once per side of a boundary; scoped to owner
through_doors number? No 0-1 of this sound that carries across the boundary anyway
pin_on_jump number? No units/second past which a teleporting emitter leaves its tail behind
attach Entity? No takes over as the source once it arrives within attach_dist of pos
attach_dist number? No arrival distance for attach
linger boolean? No on the owner's removal, play out from the last position instead of stopping (one-shots only)
seek number? No start this many seconds into the file (managed sounds only)
fade_in number? No ramp up from silence to the target volume over this many seconds (managed sounds only)

Methods

Function Description
doors_managed_sound:FadeOut(time: number) -
doors_managed_sound:IsAlive() -> boolean -
doors_managed_sound:IsPlaying() -> boolean -
doors_managed_sound:IsValid() -> boolean -
doors_managed_sound:SetPitch(pitch: number, ease: number?) -
doors_managed_sound:SetVolume(volume: number, time: number?) -
doors_managed_sound:Stop() -

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