SetGameSoundPaused
setGameSoundPaused
PLANNED FOR UPDATE 0.1.7
This function is planned for G1R:MP 0.1.7. It is not included in the public 0.1.6 release.
Requests that a game sound owned by the current client resource pause or resume.
Syntax
number|false setGameSoundPaused(number handle, bool paused)
Parameters
| Name | Type | Required | Description |
|---|---|---|---|
handle |
number |
yes | Positive integer handle returned by playSoundFromGame or playSound3DFromGame, owned by the current resource. Valid IDs do not exceed 9007199254740991. |
paused |
bool |
yes | true pauses playback; false resumes it. |
Returns
Returns a positive integer request ID when the command is accepted for asynchronous processing, or false when rejected locally. The request ID identifies this command; it is not a new sound handle. Observe onClientGameSoundResult for the result.
Examples
Pause a campfire sound after one second, resume after two seconds, and stop after four seconds:
local sound = playSoundFromGame("event:/SFX/Objects/Fire/SFX_OBJ_Fire_Campfire_BurnLoop", {volume = 0.3})
if sound then
setTimer(function() setGameSoundPaused(sound, true) end, 1000, 1)
setTimer(function() setGameSoundPaused(sound, false) end, 2000, 1)
setTimer(function() stopGameSound(sound) end, 4000, 1)
end
Notes
- Planned for update 0.1.7; not included in public 0.1.6.
- Available only in client-side resource scripts. See Game audio for ownership, lifecycle, limits and server-triggered playback.
- Controls require a nonterminal handle owned by the current resource. Unknown, expired, foreign-resource or terminal handles are rejected.
- A return value of
falsehas no result event for that attempted command. Rejection can also mean the game is not ready or a request limit has been reached. - Control acceptance does not change the cached playback state immediately. Native acknowledgements and observed state changes arrive asynchronously.
- A successful command acknowledgement is followed by state observation. Use getGameSoundState or onClientGameSoundResult to observe
pausedorplaying. - Pausing preserves the handle and still counts toward the active sound limit. Resuming cannot restart a terminal sound.