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Creates a sound element and plays it immediately after creation for the local player.

[[{{{image}}}|link=]] Note:
  • The only supported audio formats are MP3, WAV, OGG, RIFF, MOD, XM, IT, S3M and PLS (e.g. Webstream).
  • For performance reasons, when using playSound for effects that will be played lots (i.e. weapon fire), it is recommend that you convert your audio file to a one channel (mono) WAV with sample rate of 22050 Hz or less. Also consider adding a limit on how often the effect can be played e.g. once every 50ms.


element playSound ( string soundPath, [ bool looped = false, bool throttled = true ] )

OOP Syntax Help! I don't understand this!

Method: Sound(...)

Required Arguments

  • soundPath: the filepath or URL (http://, https:// or ftp://) of the sound file you want to play. (Note: Playing sound files from other resources requires the target resource to be in the running state)
  • soundPath: Can also be raw sound data.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • looped: a boolean representing whether the sound will be looped. To loop the sound, use true. Loop is not available for streaming sounds, only for sound files.
  • throttled: a boolean representing whether the sound will be throttled (i.e. given reduced download bandwidth). To throttle the sound, use true. Sounds will be throttled per default and only for URLs.


Returns a sound element if the sound was successfully created, false otherwise.


function wasted (killer, weapon, bodypart) 
	local sound = playSound("sounds/wasted.mp3") --Play wasted.mp3 from the sounds folder
	setSoundVolume(sound, 0.5) -- set the sound volume to 50%

addEventHandler("onClientPlayerWasted", localPlayer, wasted) --add the event handler

See Also