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, Speed0.9, 1.15, Volume0.4, 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.
At a glance
Section titled “At a glance”| Made from | A Sound |
| One particle is | One play of the sound |
| Emit count starts at | 1 |
| Modes | Emit only. There is no Animate mode. |
| Sections | Emission, Sound, Events, Advanced |
| Not present | Motion and Link. There is no Linger row and no Pool row. |
What an emit does
Section titled “What an emit does”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.
Where the sound plays from
Section titled “Where the sound plays from”The first of these that applies decides the place:
| Order | Case | The sound plays |
|---|---|---|
| 1 | 2D (local) is on | With no position, at the same volume everywhere, and only on this client. |
| 2 | Emit Into is set | On that instance. |
| 3 | The emitter is nested in another emitter | On the parent particle, and travels with it. |
| 4 | The original Sound sits in a part or an Attachment | From that part or Attachment, following it. |
| 5 | None of the above | On 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
Section titled “Transform”Transform stops the original Sound. It keeps Volume and PlaybackSpeed as level graphs, and it keeps RollOffMinDistance, RollOffMaxDistance and Looped.
Emission
Section titled “Emission”| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Enabled | Switch | Off | Starts plays at the Rate until switched off. | |
| Rate | Number | 10 | Plays per second | How many plays start each second while Enabled is on, or during a Duration. |
| Lifetime | Two numbers | 0 | Seconds | How long each play lasts. 0 plays the sound once to its end. |
| Start At | Number | 0 | Seconds | The place in the sound where playing starts. |
| Looped | Switch | The Sound’s own | The sound repeats until the Lifetime ends. | |
| 2D (local) | Switch | Off | Plays the sound with no position. See Where the sound plays from. | |
| Timescale | Graph | 1 | The 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.
| Row | Kind | Starts at | Unit | What it does |
|---|---|---|---|---|
| Volume | Graph | The Sound’s own | The volume, over the Lifetime. | |
| Speed | Graph | The Sound’s own | The playback speed, and with it the pitch, over the Lifetime. | |
| Roll-off Min | Number | The Sound’s own | Studs | The distance at which the volume starts to fall. |
| Roll-off Max | Number | The Sound’s own | Studs | The 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.
Lifetime
Section titled “Lifetime”The empty Lifetime box reads min, max (0 = clip length).
| Lifetime | Result |
|---|---|
| 0 | The sound plays once to its end. |
| Above 0, shorter than the sound | The play is cut at the Lifetime. |
| Above 0, longer than the sound, Looped off | The sound plays once. The rest of the Lifetime is silent. |
| Above 0, Looped on | The 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.
Start At
Section titled “Start At”Playing starts that many seconds into the sound.
Roll-off
Section titled “Roll-off”Roll-off Min and Roll-off Max apply to a play that has a position. A play with 2D (local) on ignores them.
Events
Section titled “Events”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.
Advanced
Section titled “Advanced”| Row | Kind | Starts at | What it does |
|---|---|---|---|
| Anim. Steps | Number | 100 | How many times the Volume and Speed graphs are read over one Lifetime. |
| Emit Into | Instance, picked with * | None | Where plays are placed. See Where the sound plays from. |
Advanced describes these rows in full.
With the tools
Section titled “With the tools”| Tool | Effect on a Sound emitter |
|---|---|
| Size | Multiplies Roll-off Min and Roll-off Max. |
| Time | Multiplies Rate and divides Lifetime. |
Size and Time describes both tools.
Limits
Section titled “Limits”- 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.