<?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<!DOCTYPE funcs
  SYSTEM '../../../clonk.dtd'>
<?xml-stylesheet type="text/xsl" href="../../../clonk.xsl"?>
<funcs>
  <func>
    <title>SoundAt</title>
    <category>Effects</category>
    <version>5.4 OC</version>
    <syntax>
      <rtype>bool</rtype>
      <params>
        <param>
          <type>string</type>
          <name>name</name>
          <desc>Name of the sound effect (without .wav/.ogg extension). Wildcards as used by <funclink>WildcardMatch</funclink> are used.</desc>
        </param>
        <param>
          <type>int</type>
          <name>x</name>
          <desc>X-Position of the sound effect. An offset if called from object-context.</desc>
        </param>
        <param>
          <type>int</type>
          <name>y</name>
          <desc>Y-Position of the sound effect. An offset if called from object-context.</desc>
        </param>
        <param>
          <type>int</type>
          <name>volume</name>
          <desc>0-100: volume for playback of the sound. A volume value of <code>nil</code> means playback at 100.</desc>
          <optional />
        </param>
        <param>
          <type>int</type>
          <name>player</name>
          <desc>Player number of the player for which the sound is to be played. In network games, the sound will thus not be audible for the other players. If <code>nil</code> (or not specified), the sound will be played for all players.</desc>
          <optional />
        </param>
        <param>
          <type>int</type>
          <name>custom_falloff_distance</name>
          <desc>The further away the sound effect from the player, the more quiet it is played. By default, the sound will not be hearable anymore in a distance of 700 pixels. A custom distance can be specified here.</desc>
          <optional />
        </param>
        <param>
          <type>int</type>
          <name>pitch</name>
          <desc>Pitch modification between -90 and 1000. Values larger than zero let the sound play the faster and at a higher pitch. The resulting speed multiplication factor is (pitch + 100) / 100.</desc>
          <optional />
        </param>
        <param>
          <type>proplist</type>
          <name>modifier</name>
          <desc>Sound modifier for special effects such as reverb or echo. See <emlink href="script/SoundModifiers.html">Sound modifiers</emlink>.</desc>
          <optional />
        </param>
	</params>
    </syntax>
    <desc>Plays a sound at the specified position. The specified sound file has to be available in the group Sound.ocg, in the active scenario file, or in any loaded object definition.</desc>
    <related><funclink>Sound</funclink></related>
    <related><funclink>Music</funclink></related>
    <related><emlink href="script/SoundModifiers.html">Sound modifiers</emlink></related>
	</func>
  <author>Sven2</author><date>2002-08</date>
</funcs>
