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Sound

A Sound emitter plays a sound each time it emits: an impact, a whoosh, a hum that rises. It is made by transforming a Sound. Each emit plays a duplicate of the original. Its volume and its speed follow graphs over the play.

What it makes possible:

  • An impact that never sounds the same twice. Emit 1, Speed 0.9, 1.15, Volume 0.4, 0.6.
  • A whoosh that follows each projectile. A Sound emitter nested in the projectile’s RenderTemplate.
  • An engine hum that rises. Looped on, Lifetime 3, a Speed graph from 0.6 to 1.4.
  • A sting heard at full volume anywhere. 2D (local) on.
Made fromA Sound
One particle isOne play of the sound
Emit count starts at1
ModesEmit only. There is no Animate mode.
SectionsEmission, Sound, Events, Advanced
Not presentMotion and Link. There is no Linger row and no Pool row.

Each emit makes a duplicate of the Sound kept in the RenderTemplate and plays it. The duplicate is removed when the play ends.

Playing starts once the audio has loaded, so the first note is not cut.

The Emit count is the number of plays started at the same moment. With Enabled on, Rate 10 starts ten plays each second, and the plays overlap.

The first of these that applies decides the place:

OrderCaseThe sound plays
12D (local) is onWith no position, at the same volume everywhere, and only on this client.
2Emit Into is setOn that instance.
3The emitter is nested in another emitterOn the parent particle, and travels with it.
4The original Sound sits in a part or an AttachmentFrom that part or Attachment, following it.
5None of the aboveOn the original Sound’s parent.

If the place is a Model, the sound plays from one of the Model’s parts. If no place is found, nothing plays.

A nested sound stops when its parent particle is removed, unless Emit Into is set.

Transform stops the original Sound. It keeps Volume and PlaybackSpeed as level graphs, and it keeps RollOffMinDistance, RollOffMaxDistance and Looped.

RowKindStarts atUnitWhat it does
EnabledSwitchOffStarts plays at the Rate until switched off.
RateNumber10Plays per secondHow many plays start each second while Enabled is on, or during a Duration.
LifetimeTwo numbers0SecondsHow long each play lasts. 0 plays the sound once to its end.
Start AtNumber0SecondsThe place in the sound where playing starts.
LoopedSwitchThe Sound’s ownThe sound repeats until the Lifetime ends.
2D (local)SwitchOffPlays the sound with no position. See Where the sound plays from.
TimescaleGraph1The speed at which the Lifetime and the two graphs advance. It does not change the pitch.

The Emit, Delay and Duration boxes on the HUD fire a Sound emitter as they fire any other. Emission and the HUD describes the shared rows in full.

RowKindStarts atUnitWhat it does
VolumeGraphThe Sound’s ownThe volume, over the Lifetime.
SpeedGraphThe Sound’s ownThe playback speed, and with it the pitch, over the Lifetime.
Roll-off MinNumberThe Sound’s ownStudsThe distance at which the volume starts to fall.
Roll-off MaxNumberThe Sound’s ownStudsThe distance beyond which the sound is not heard.

Volume and Speed are read in steps, Anim. Steps times over one Lifetime. The first value of each graph is set before the play starts.

A random spread gives each play one offset for its whole length. Speed 0.9, 1.1 gives each play a slightly different pitch.

The empty Lifetime box reads min, max (0 = clip length).

LifetimeResult
0The sound plays once to its end.
Above 0, shorter than the soundThe play is cut at the Lifetime.
Above 0, longer than the sound, Looped offThe sound plays once. The rest of the Lifetime is silent.
Above 0, Looped onThe sound repeats until the Lifetime ends.

With Lifetime 0, the Speed at the start sets how long the play lasts. A sound 2.4 seconds long at Speed 2 lasts about 1.2 seconds. A Volume graph from 0.5 to 0 fades over those 1.2 seconds.

With Looped on, enter a Lifetime above 0.

Playing starts that many seconds into the sound.

Roll-off Min and Roll-off Max apply to a play that has a position. A play with 2D (local) on ignores them.

The Events section works as on any emitter. See Events. A Sound emitter fired by an event fires in place. An event cannot move it to another position.

RowKindStarts atWhat it does
Anim. StepsNumber100How many times the Volume and Speed graphs are read over one Lifetime.
Emit IntoInstance, picked with *NoneWhere plays are placed. See Where the sound plays from.

Advanced describes these rows in full.

ToolEffect on a Sound emitter
SizeMultiplies Roll-off Min and Roll-off Max.
TimeMultiplies Rate and divides Lifetime.

Size and Time describes both tools.

  • No Animate mode. The Mode and Loop rows are not present.
  • No Linger row and no Pool row. Every play is removed when it ends.
  • No Motion rows and no Link. To move a sound, nest it in an emitter that moves.
  • Switching Enabled off stops new plays. Plays already started run to their end. The Stop Emits shortcut ends them at once. See Shortcuts.
  • Each play counts as one particle toward the Particle Cap while it sounds.