Audio functions in NTT

Built-in
Built-in

Non-sync:

audio_is_playing(soundid)​

Although the name doesn't suggest so, the result of this function is currently non-sync so you should not use it to do something when a sound finishes playing.

NTT-specific
NTT-specific

The naming scheme of these sort of mimics GM8.

sound_play(sound)​
sound_loop(sound)​
sound_play_pitch(sound, pitch)​
sound_play_pitchvol(sound, pitch, volume)​
sound_stop(sound)
sound_stop_all()
sound_set_track_position(sound, seconds)
sound_pitch(sound, pitch)
sound_volume(sound, volume)
sound_exists(sound)​
sound_get_name(sound)​
sound_play_music(sound)
sound_play_ambient(sound)
sound_delete(sound)

Only for sounds that you created!


sound_play_gun(sound, pitch_spread, fade)​

Playing gun sounds briefly makes non-combat sound effects quieter.

sound_play_hit(sound, pitch_spread)​

Hit sounds are not allowed to repeat and use 3d audio rules when enabled.

sound_play_hit_big(sound, pitch_spread)​

Same deal as above, but with slower distance fade - used for explosions and such.

You can replace/restore sounds if you need to, just like with sprites:

sound_assign(original, replace)​
sound_replace(original, path)​
sound_restore(original)