SetGameSoundPaused

From Wiki G1R-MP G1 Remake Multiplayer
Revision as of 10:20, 1 October 2026 by QCherry (talk | contribs) (Document upcoming 0.1.7 game audio: 11 client APIs, result event, limits and complete dialogue catalog; not a release)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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 false has 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 paused or playing.
  • Pausing preserves the handle and still counts toward the active sound limit. Resuming cannot restart a terminal sound.