GSC reference › Built-in
SetStepTriggerSound()
Built-in (engine)
Client
Called on: entity
Set the sound that is triggered by steps
Signature
<entity> SetStepTriggerSound(<sound alias>)
Called on an entity: entity SetStepTriggerSound(...)
Parameters
| Name | Required? | Details |
|---|---|---|
| sound alias | Required | The sound name |
Example (from Treyarch's docs)
trigPlayer SetStepTriggerSound(self.script_label + suffix)
Real uses in BO3's scripts
Called 1 time in the decompiled scripts. A few, zombies first:
- scripts/shared/audio_shared.csc, line 796
trigplayer setsteptriggersound(self.script_label + suffix);
Related built-ins
- ClearStepTriggerSound()Clears the sound triggered by steps
- FootstepDoSound()Set the footsteps to play sound
- PlaySound()Play the sound at the entity
- PlaySoundAtPosition()Play the sound alias from a position
- PlayLoopSound()Play a looping sound with an optional fadetime in seconds.
- StopLoopSound()Stops the looping sound with an optional fadetime.
- TriggerEnable()Enables or disables the trigger
- PlaySoundToPlayer()Play the sound alias as if coming from the entity, so that only one player can hear it
- PlaySoundWithNotify()Play the sound alias as if coming from the entity
- PlayLocalSound()Plays a sound locally
- StopAllLoopSounds()Stops a loop sound
- StopSounds()Stop all sounds on an entity.
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Built-in descriptions, parameters and examples come from Treyarch's BO3 mod tools docs. Usage links point at shiversoftdev/t7-source (decompiled BO3 scripts).