tag

#sound

7 items (1 guide · 6 fixes)

guides
fixes
26.07.22
"An unbaked sound-mixer slot resolves to null and plays nothing, silently"

A custom sound-mixer slot with no baked pick and no fallback event resolves to null and plays nothing, with zero log lines anywhere. A fully wired audio call stack can be completely mute behind a clean console. When sound is missing and the console is silent, check whether the mix was actually baked for that slot before blaming the caller.

26.07.08e
"Authoring s&box .sound events by hand"

MP3 + JSON .sound beside it: no wav/ffmpeg; Distance is in inches; copy schema from addons/menu box_open.sound.

26.07.22
"My custom sound event won't play"

Play full path WITH .sound or bare filename only: partial paths like impact/boing never resolve; compiled assets can still be invisible mid-session.

26.07.22
"s&box has no project-authorable mixer bus system"

Engine 26.07.22 ships no .mixer resource type, so a project cannot author mixer buses as assets. Only Master, Default, and Voice exist, and the Mixer constructor is assembly-internal. Route category volume in code at play time through Sound.Play(string, Mixer) and SoundHandle.TargetMixer. Call Mixer.FindMixerByName first so the project picks up real buses if the engine ever ships authoring.

26.07.08e
"Sound.Play() is fully static: no component wiring needed"

Sound playback is a static call, not a component. Use Sound.Play() for 2D and Sound.Play(pos) for 3D, and handle missing events gracefully.

26.07.08e
"There's no Looping field on SoundEvent"

SoundEvent has no Looping property: loop via compiled vsnd import options, or re-trigger from code when SoundHandle finishes.

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