# Sound

Effects
5.1 OC
bool
string name Name of the sound effect (without .wav/.ogg extension). Wildcards as used by WildcardMatch are used.
bool global Specifies wether the sound is played globally, i.e. independently of the object position always with the same loudness.
int volume 0-100: volume for playback of the sound. A volume value of `nil` means playback at 100.
int player 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 `nil` (or not specified), the sound will be played for all players.
int loop_count Increases or decreases the number of sounds running in a continuous loop. Value +1 will play this sound indefinitely until it is stopped by calling this function again with value -1. Value 0 will play the sound once normally.
Plays a sound. The specified sound file has to be available in the group Sound.ocg, in the active scenario file, or in any loaded object definition. The audibility of object local sounds will depend on the position of the object relative to the visible viewports.
FindObject
(Find_ID(WindGenerator))->Sound("Fanfare", false, 50);
Plays a 'Fanfare' sound next to the first found wind generator at half volume.
Music
Sven2
2002-08