BigDaddy-Sound
POPULAR LINKS
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INSTALLATION
- Open the downloaded ZIP product file and drop the folder in it somewhere in your resources folder.
- Add your product key (get it here) to the
settings.inifile - Add
start BigDaddy-Soundto yourserver.cfg.
DO NOT RENAME THE FOLDER.
If you change the name of the folder it will not function correctly so leave the name as it is.
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CONFIGURATION
| SETTING | DEFAULT | DESCRIPTION |
|---|---|---|
| [licensing] | ||
| key1 | productkeyhere | Product key |
| [settings] | ||
| debug | false | Enables debug logs in F8 console |
| DesyncKey | 111111111111 | Internal desync/start validation key |
HOW TO USE
BASIC USAGE
- This script plays sounds through NUI when triggered by server events.
- Sounds can be played:
- Directly to one client
- In a radius from a networked entity
- In a radius from world coordinates
- Distance-based sounds automatically reduce volume based on player distance.
SERVER EVENTS
Trigger these from server-side scripts.
Do not trigger client sound events directly.
| EVENT | PARAMETERS | DESCRIPTION |
|---|---|---|
BigDaddy-Sound:Server:SoundToClient |
playerId, soundFile, soundVolume, stopSound |
Play sound for one player |
BigDaddy-Sound:Server:SoundToAll |
soundFile, soundVolume, stopSound |
Play sound for all players |
BigDaddy-Sound:Server:SoundToRadius |
networkId, soundRadius, soundFile, soundVolume, stopSound |
Play positional sound around an entity |
BigDaddy-Sound:Server:SoundToCoords |
x, y, z, soundRadius, soundFile, soundVolume, stopSound |
Play positional sound around world coordinates |
BigDaddy-Sound:Server:SoundToCoordsLooped |
x, y, z, soundRadius, soundFile, soundVolume, stopSound, loopTime |
Play positional sound with loop timing value |
BigDaddy-Sound:Server:SoundToClientById |
playerId, soundId, soundFile, soundVolume, stopSound |
Play/update a player sound channel by id |
BigDaddy-Sound:Server:SoundToAllById |
soundId, soundFile, soundVolume, stopSound |
Play/update a global sound channel by id |
BigDaddy-Sound:Server:SoundToRadiusById |
networkId, soundRadius, soundId, soundFile, soundVolume, stopSound |
Play/update entity radius sound by id |
BigDaddy-Sound:Server:SoundToCoordsById |
x, y, z, soundRadius, soundId, soundFile, soundVolume, stopSound |
Play/update coords sound by id |
BigDaddy-Sound:Server:SoundToCoordsLoopedById |
x, y, z, soundRadius, soundId, soundFile, soundVolume, stopSound, loopTime |
Play/update looped coords sound by id |
BigDaddy-Sound:Server:StopSoundById |
playerId, soundId |
Stop one player sound channel by id |
BigDaddy-Sound:Server:StopSoundForAllById |
soundId |
Stop all players sound channel by id |
USAGE EXAMPLES (SERVER)
-- One player
TriggerEvent("BigDaddy-Sound:Server:SoundToClient", source, "notify.ogg", 0.5, false)
-- Everyone
TriggerEvent("BigDaddy-Sound:Server:SoundToAll", "alert.ogg", 0.7, false)
-- Start two sounds at once with different ids
TriggerEvent("BigDaddy-Sound:Server:SoundToClientById", source, "radio", "radio_loop.ogg", 0.35, false)
TriggerEvent("BigDaddy-Sound:Server:SoundToClientById", source, "alarm", "alarm.ogg", 0.8, false)
-- Stop only the radio sound
TriggerEvent("BigDaddy-Sound:Server:StopSoundById", source, "radio")
-- Stop alarm for everyone
TriggerEvent("BigDaddy-Sound:Server:StopSoundForAllById", "alarm")
NOTES
soundIdis used to separate sounds that may play at the same time.- Use the same
soundIdto stop only that specific sound. stopSoundis forwarded to NUI and should match your UI audio stop logic.- Volume falloff for radius/coords playback is handled client-side.
- Sync/desync checks run automatically at resource start and player spawn.