play sound ex

Overview

Plays a sound on the target entity with some expanded functionality compared to a more simple play sound. For example, play sound ex can automatically check whether an NPC is alive, and can be interrupted when the NPC dies, or it can forbid the sound from being played, if the NPC is already dead.

Inputs

activateStarts playing the sound.
deactivateStops playing the sound.

Outputs

startFires an event when a sound starts playing.
finishFires an event when a sound finishes playing.

Refs

targetThe object that you want to play the sound with.
interest targetIt may be linked to what/whom the group and the speaker should be looking at while the phrase is being spoken (i.e. who or what should the speaker be talking to).
npc dead The ref will be activated and the sound won't start, if "Check NPC Is Alive" is checked and the NPC is dead at the moment when the sound starts.

Properties

OptionDescription
Sound Name

The field for choosing the sound.

Volume

The basic volume sound. Not recommended to change this. It is better to change the sound preset in the Sound Editor.

Sound Filter

Allows you to play the sound through a certain filter. For example, if you choose the "Gasmask" filter, the sound will play as though you're hearing it through a gasmask.

Filters:

  • None
  • Gasmask
  • Radio
  • Horn Speaker
  • Intercom
  • Closed Door
  • Through Water.
Sound BusAssigns the sound to a chosen sound bus. You can adjust the volume of each sound bus individually using the \engine\volume action. This is useful for when you want to dynamically change the volume of certain sound types over others.
Preview
  • Play  plays the sound.
  • Stop  stops playing the sound.
Instant?

Does the position of the sound update? If the source is moving, the property must be enabled.

Looped?Loop the sound.
Enable SlowMo

The influence of slow motion on the sound (true/false).

Check GasmaskThis detects whether the player has their mask equipped and applies the “gasmask” filter to the sound. This can include things like pain sounds, breathing, etc.
Play on GamepadPlays the sound through the PS4 gamepad.
AI Sound Type

How does the AI react to this sound?

Stop Interval

After receiving the stop playback command, the number of seconds of delay before the sound stops.

Start IntervalSimilarly, the Stop Interval is applied when the sound starts.
End Callback OffsetWill force finish (in seconds from the end).
Play as Music

Playing sound like music. The music settings (e.g. volume, a game in the menu) will apply here.

Importance

The system of queues and priorities.

Priorities for automatic sorting for NPCs:

  • plot – interrupts any current "play_sound" on the NPC with any type, except sounds with the same type.
  • general – interrupts sounds with the same type and the type below. Can be interrupted by itself and plot sounds.
  • trifling  are interrupted by all types and can be interrupted by themselves.
Falloff

Time of the falloff sound that interrupts.

Queueing

The sound is sent to the queue for playback after the current sound has finished.

Auto Interest Enables the auto interest system for the current block (target ref interest target).
Check NPC Is AliveIf enabled, the sound will play only if the target NPC is alive.
Queue Delay

The delay before playing the sound from the queue. Inside the queue, the sounds are sorted by Importance.

Third Person

We have composite sounds, one sound that contains multiple items (sound or other composites), and in the beginning we select up to eight sounds that will start. And we select the items to play only if the play params and item params match.

Subsequent
Weapon Tags

See also

On this page:


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