# This file is automatically generated. Please don't edit it manually. # To submit a bug report on the content, see # https://devforum.roblox.com/c/bug-reports/documentation-issues/72 name: Sound type: class memory_category: Internal summary: | An object that emits sound. This object can be placed within a `Class.BasePart` or `Class.Attachment` to emit a sound from a particular position within a place or world, or it can be attached elsewhere to play the sound at a constant volume throughout the entire place. description: | `Class.Sound` is an object that emits sound. When placed in a `Class.BasePart` or an `Class.Attachment`, this object will emit its sound from that part's `Class.BasePart.Position` or the attachment's `Class.Attachment.WorldPosition`. In this placement, a `Class.Sound` exhibits the Doppler effect, meaning its frequency and pitch varies with the relative motion of whatever attachment or part it is attached to. Additionally, its volume will be determined by the distance between the client's sound listener (by default the `Class.Camera` position) and the position of the sound's parent. For more information, see `Class.Sound.RollOffMode|RollOffMode`. A sound is considered "global" if it is **not** parented to a `Class.BasePart` or an `Class.Attachment`. In this case, the sound will play at the same volume throughout the entire place. code_samples: - Sound-3D-Parent inherits: - Instance descendants: [] tags: [] deprecation_message: '' properties: - name: Sound.AudioContent summary: '' description: '' code_samples: [] type: Content tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Asset serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.ChannelCount summary: '' description: '' code_samples: [] type: int tags: - ReadOnly - NotReplicated - NotBrowsable deprecation_message: '' security: read: RobloxScriptSecurity write: RobloxScriptSecurity thread_safety: ReadSafe category: Asset serialization: can_load: false can_save: false capabilities: - LegacySound - name: Sound.EmitterSize summary: | The minimum distance, in studs, at which a 3D `Class.Sound` (direct child of a `Class.BasePart` or `Class.Attachment`) will begin to attenuate (decrease in volume). description: | The minimum distance, in studs, at which a 3D `Class.Sound` (direct child of a `Class.BasePart` or `Class.Attachment`) will begin to attenuate (decrease in volume). Sounds parented to a `Class.BasePart` or `Class.Attachment` that are descendants of the `Class.Workspace` are considered 3D sounds and their volume while playing is dependent on the distance between the client's sound listener (`Class.Camera` position by default) and the Sound's parent. Two properties influence this behavior EmitterSize and `Class.Sound.RollOffMode`. The way the `Class.Sound` attenuates (fades out) after the distance between the listener and the sound exceeds the EmitterSize is determined by RollOffMode. code_samples: - Sound-3D-Parent type: float tags: - Deprecated deprecation_message: | This property has deprecated in favor of `Class.Sound.RollOffMinDistance` and `Class.Sound.RollOffMaxDistance` which should be used instead in new work. security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: false capabilities: - LegacySound - name: Sound.IsLoaded summary: | This property is `true` when the `Class.Sound` has loaded from Roblox servers and is ready to play. description: | This property is `true` when the `Class.Sound` has loaded from Roblox servers and is ready to play. You can use this property and the `Class.Sound.Loaded|Loaded` event to verify a sound has loaded before playing it. code_samples: - Sound-Loaded type: boolean tags: - ReadOnly - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Asset serialization: can_load: false can_save: false capabilities: - LegacySound - name: Sound.IsMutedForCapture summary: '' description: '' code_samples: [] type: boolean tags: [] deprecation_message: '' security: read: RobloxScriptSecurity write: RobloxScriptSecurity thread_safety: ReadSafe category: Data serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.IsPaused summary: | Read-only property which returns `true` when the `Class.Sound` is not playing. description: | This read-only property returns `true` when the `Class.Sound` is not playing. Note that it can return `true` if a sound has been paused using `Class.Sound:Pause()|Pause()`, if it has been stopped using `Class.Sound:Stop()|Stop()`, or the sound has never been played. As `Class.Sound.IsPaused|IsPaused` is read-only, it cannot be used to stop the sound; `Class.Sound:Stop()|Stop()` or `Class.Sound:Pause()|Pause()` should be used instead. code_samples: - Sound-IsPlaying-IsPaused type: boolean tags: - Hidden - ReadOnly - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Playback serialization: can_load: false can_save: false capabilities: - LegacySound - name: Sound.IsPlaying summary: | Read-only property which returns `true` when the `Class.Sound` is playing. description: | This read-only property returns true when the `Class.Sound` is playing. As `Class.Sound.IsPlaying|IsPlaying` is read-only, it cannot be used to play the sound; `Class.Sound:Play()|Play()` should be used instead. code_samples: - Sound-IsPlaying-IsPaused type: boolean tags: - Hidden - ReadOnly - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Playback serialization: can_load: false can_save: false capabilities: - LegacySound - name: Sound.isPlaying summary: '' description: '' code_samples: [] type: boolean tags: - ReadOnly - NotReplicated - Deprecated deprecation_message: | This deprecated property is a variant of `Class.Sound.IsPlaying` which should be used instead. security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: false can_save: false capabilities: - LegacySound - name: Sound.Looped summary: | Sets whether or not the `Class.Sound` repeats once it has finished playing. description: | This sets whether or not the `Class.Sound` repeats once it has finished playing. Looped sounds are suitable for a range of applications including music and background ambient sounds. The `Class.Sound.DidLoop|DidLoop` event can be used to track the number of times as sound has looped. code_samples: - Sound-Looping-2 type: boolean tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Playback serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.LoopRegion summary: | A range denoting a desired loop start and loop end within the `Class.Sound.PlaybackRegion|PlaybackRegion`, in seconds. description: | A range denoting a desired loop start and loop end within the `Class.Sound.PlaybackRegion|PlaybackRegion`, in seconds. - If `Class.Sound.LoopRegion|LoopRegion.Min` `>` `Class.Sound.PlaybackRegion|PlaybackRegion.Min`, the loop starts from `Class.Sound.LoopRegion|LoopRegion.Min`. - If `Class.Sound.LoopRegion|LoopRegion.Min` `<` `Class.Sound.PlaybackRegion|PlaybackRegion.Min`, the loop starts from `Class.Sound.PlaybackRegion|PlaybackRegion.Min`. - If `Class.Sound.LoopRegion|LoopRegion.Max` `>` `Class.Sound.PlaybackRegion|PlaybackRegion.Max`, the loop starts at `Class.Sound.PlaybackRegion|PlaybackRegion.Max`. - If `Class.Sound.LoopRegion|LoopRegion.Max` `<` `Class.Sound.PlaybackRegion|PlaybackRegion.Max`, the loop starts at **exactly** that time. - If `Class.Sound.LoopRegion|LoopRegion.Min` `==` `Class.Sound.LoopRegion|LoopRegion.Max`, the `Class.Sound` uses the `Class.Sound.PlaybackRegion|PlaybackRegion` property instead. code_samples: [] type: NumberRange tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Regions serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.MaxDistance summary: | The maximum distance, in studs, a client's listener can be from the `Class.Sound|Sound\s` origin and still hear it. Only applies to Sounds parented to a `Class.Part` or `Class.Attachment` (3D sounds). description: | The maximum distance, in studs, a client's listener can be from the `Class.Sound` origin and still hear it. Only applies to Sounds parented to a `Class.Part` or `Class.Attachment` (3D sounds). How MaxDistance impacts the attenuation of a sound (manner in which it fades out) is dependent on the `Class.Sound.RollOffMode` property. When RollOffMode is set to use an inverse type distance model (Inverse or InverseTapered) the MaxDistance will not effect the attenuation of the sound. This means that low values for MaxDistance will cause the sound to abruptly cut off when the listener reaches the MaxDistance. In most cases this is not desirable and developers are advised not to use low MaxDistance values. When RollOffMode is set to a linear type distance model (Linear or LinearSquared) the sound will attenuate between `Class.Sound.EmitterSize` and MaxDistance (with playback volume reaching zero at MaxDistance). This is less realistic, but in some cases allows attenuation to be handled in a more intuitive way. code_samples: - Sound-MaxDistance type: float tags: - Deprecated deprecation_message: | This property has deprecated in favor of `Class.Sound.RollOffMinDistance` and `Class.Sound.RollOffMaxDistance` which should be used instead in new work. security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: false can_save: false capabilities: - LegacySound - name: Sound.MinDistance summary: | The minimum distance at which a 3D `Class.Sound` (direct child of a `Class.BasePart` or `Class.Attachment`) will begin to attenuate. Effectively, the emitter size. description: | The minimum distance at which a 3D `Class.Sound` (direct child of a `Class.BasePart` or `Class.Attachment`) will begin to attenuate. Effectively, the emitter size. code_samples: [] type: float tags: - Deprecated deprecation_message: | MinDistance has been superseded by `Class.Sound.EmitterSize`, whose name better describes this properties behavior. security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: false capabilities: - LegacySound - name: Sound.Pitch summary: | Sets how high pitched and fast a `Class.Sound` is when it is played. The greater the integer, the higher and faster the `Class.Sound` is. description: | Sets how high pitched and fast a `Class.Sound` is when it is played. The greater the integer, the higher and faster the sound is. code_samples: [] type: float tags: - Deprecated deprecation_message: | This property has been deprecated in favor of `Class.Sound.PlaybackSpeed` whose name suits the behavior better. security: read: None write: None thread_safety: ReadSafe category: Data serialization: can_load: true can_save: false capabilities: - LegacySound - name: Sound.PlaybackLoudness summary: | A number between `0` and `1000` indicating how loud the `Class.Sound` is currently playing back. description: | A number between `0` and `1000` indicating how loud the `Class.Sound` is currently playing back. This property reflects the amplitude of the sound's playback in the instance of time it is read. code_samples: - Sound-PlaybackLoudness type: double tags: - ReadOnly - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Playback serialization: can_load: false can_save: false capabilities: - LegacySound - name: Sound.PlaybackRegion summary: | A range denoting a desired start and stop time within the `Class.Sound.TimeLength|TimeLength`, in seconds. description: | A range denoting a desired start and stop time within the `Class.Sound.TimeLength|TimeLength`, in seconds. - If `Class.Sound.PlaybackRegion|PlaybackRegion.Min` `>` `0`, the sound begins to play from the `Class.Sound.PlaybackRegion|PlaybackRegion.Min` time. - If `Class.Sound.PlaybackRegion|PlaybackRegion.Min` `<` `0`, the sound begins to play from `0`. - If `Class.Sound.PlaybackRegion|PlaybackRegion.Max` `>` `Class.Sound.TimeLength`, the sound stops at `Class.Sound.TimeLength`. - If `Class.Sound.PlaybackRegion|PlaybackRegion.Max` `<` `Class.Sound.TimeLength`, the sound stops at **exactly** that time. - If `Class.Sound.PlaybackRegion|PlaybackRegion.Min` `==` `Class.Sound.PlaybackRegion|PlaybackRegion.Max`, this property is inactive. code_samples: [] type: NumberRange tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Regions serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.PlaybackRegionsEnabled summary: | If `true`, this property gives your `Class.Sound` access to the `Class.Sound.PlaybackRegion|PlaybackRegion` and `Class.Sound.LoopRegion|LoopRegion` properties which can more-accurately control its playback. description: | If `true`, this property gives your `Class.Sound` access to the `Class.Sound.PlaybackRegion|PlaybackRegion` and `Class.Sound.LoopRegion|LoopRegion` properties which can more-accurately control its playback. code_samples: [] type: boolean tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Playback serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.PlaybackSpeed summary: | Determines the speed at which a `Class.Sound` will play, with higher values causing the sound to play faster and at a higher pitch. description: | Determines the speed at which a `Class.Sound` will play, with higher values causing the sound to play faster and at a higher pitch. code_samples: - Sound-PlaybackSpeed type: float tags: - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Playback serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.Playing summary: | Indicates whether the `Class.Sound` is currently playing. description: | Indicates whether the `Class.Sound` is currently playing. This can be toggled, and this property will always replicate. In Studio's [Properties](../../../studio/properties.md) window, while in **Edit** mode, toggling `Class.Sound.Playing|Playing` to `true` does not begin playing the sound, but the sound will begin playing during runtime. This property should not be confused with `Class.Sound.IsPlaying|IsPlaying` which is a read-only property. Note that when `Class.Sound.Playing|Playing` is set to `false`, the `Class.Sound.TimePosition|TimePosition` property of the sound will not reset, meaning that when `Class.Sound.Playing|Playing` is set to `true` again, the audio will continue from the time position it was at when it was stopped. However, if the `Class.Sound:Play()|Play()` function is used to resume the sound, the time position will reset to `0`. code_samples: - Sound-Playing type: boolean tags: - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Playback serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.PlayOnRemove summary: | When `true`, the `Class.Sound` will play when it is removed from the experience. description: | When `true`, the `Class.Sound` will play when it is removed from the experience by parenting the `Class.Sound` or one if its ancestors to `nil`. This means all of the following will cause the sound to play when `Class.Sound.PlayOnRemove|PlayOnRemove` is `true`: - `sound:Destroy()` - `sound.Parent = nil` - `sound.Parent.Parent = nil` code_samples: [] type: boolean tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Behavior serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.RollOffMaxDistance summary: | The maximum distance, in studs, a client's listener can be from the sound's origin and still hear it. Only applies to `Class.Sound|Sounds` parented to a `Class.BasePart` or `Class.Attachment`. description: | The maximum distance, in studs, a client's listener can be from the sound's origin and still hear it. Only applies to `Class.Sound|Sounds` parented to a `Class.BasePart` or `Class.Attachment`. How `Class.Sound.RollOffMaxDistance|RollOffMaxDistance` impacts the attenuation of a sound (manner in which it fades out) is dependent on the `Class.Sound.RollOffMode|RollOffMode` property. code_samples: [] type: float tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Emitter serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.RollOffMinDistance summary: | The minimum distance, in studs, at which a `Class.Sound` which is parented to a `Class.BasePart` or `Class.Attachment` will begin to attenuate (decrease in volume). description: | The minimum distance, in studs, at which a `Class.Sound` which is parented to a `Class.BasePart` or `Class.Attachment` will begin to attenuate (decrease in volume). How `Class.Sound.RollOffMinDistance|RollOffMinDistance` impacts the attenuation of a sound (manner in which it fades out) is dependent on the `Class.Sound.RollOffMode|RollOffMode` property. code_samples: [] type: float tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Emitter serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.RollOffMode summary: | Controls how the volume of a `Class.Sound` which is parented to a `Class.BasePart` or `Class.Attachment` attenuates (fades out) as the distance between the listener and parent changes. description: | This property controls how the volume of a `Class.Sound` which is parented to a `Class.BasePart` or `Class.Attachment` attenuates (fades out) as the distance between the listener and parent changes. For details on the different modes, see `Enum.RollOffMode`. code_samples: [] type: RollOffMode tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Emitter serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.SoundGroup summary: | The `Class.SoundGroup` that is linked to this `Class.Sound`. description: | The `Class.SoundGroup` that is linked to this `Class.Sound`. code_samples: [] type: SoundGroup tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Routing serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.SoundId summary: | Content ID of the sound file to associate with the `Class.Sound`. description: | This property is the content ID of the sound file to associate with the `Class.Sound`. See [Audio Assets](../../../audio/assets.md) for more information. code_samples: [] type: ContentId tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Asset serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.TimeLength summary: | The length of the `Class.Sound` in seconds. description: | The length of the `Class.Sound` in seconds. If the `Class.Sound` is not loaded, this value will be `0`. This property is often used in conjunction with `Class.Sound.PlaybackSpeed|PlaybackSpeed` to adjust the speed of a sound so that it lasts for a specific duration. code_samples: - Sound-PlaybackSpeed-TimeLength type: double tags: - ReadOnly - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Asset serialization: can_load: false can_save: false capabilities: - LegacySound - name: Sound.TimePosition summary: | Progress of the `Class.Sound` in seconds. Can be changed to move the playback position of the `Class.Sound` both before and during playback. description: | This property reflects the progress of the `Class.Sound` in seconds. It can be changed to move the playback position of the sound both before and during playback. As a `Class.Sound` is played, `Class.Sound.TimePosition|TimePosition` increases at a rate of `Class.Sound.PlaybackSpeed|PlaybackSpeed` per second. Once `Class.Sound.TimePosition|TimePosition` reaches `Class.Sound.TimeLength|TimeLength`, the sound will stop unless it is `Class.Sound.Looped|Looped`. Note that setting `Class.Sound.TimePosition|TimePosition` to a value greater than the length in a looped track will not cause it to wrap around. If that behavior is desired, consider the following code snippet: ``` local newPosition = 1.5 if newPosition >= sound.TimeLength then newPosition = newPosition - sound.TimeLength end sound.TimePosition = newPosition ``` code_samples: - Sound-TimePosition type: double tags: - NotReplicated deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Playback serialization: can_load: true can_save: true capabilities: - LegacySound - name: Sound.Volume summary: | The volume of the `Class.Sound`. description: | The volume of the `Class.Sound`. Can be set between `0` and `10` and defaults to `0.5`. Note that if the `Class.Sound` is a member of a `Class.SoundGroup`, its playback volume (but not its `Class.Sound.Volume|Volume` property) will be influenced by the group's `Class.SoundGroup.Volume` property. code_samples: [] type: float tags: [] deprecation_message: '' security: read: None write: None thread_safety: ReadSafe category: Playback serialization: can_load: true can_save: true capabilities: - LegacySound methods: - name: Sound:Pause summary: | Pauses playback of the `Class.Sound` if it is playing. description: | This method pauses playback of the `Class.Sound` if it is playing, setting `Class.Sound.Playing|Playing` to `false`. Unlike `Class.Sound:Stop()|Stop()`, it does not reset `Class.Sound.TimePosition|TimePosition`, meaning the sound can be resumed using `Class.Sound:Resume()|Resume()`. code_samples: - Sound-Functions parameters: [] returns: - type: () summary: '' tags: [] deprecation_message: '' security: None thread_safety: Unsafe capabilities: - LegacySound - name: Sound:pause summary: '' description: '' code_samples: [] parameters: [] returns: - type: () summary: '' tags: - Deprecated deprecation_message: | This deprecated function is a variant of `Class.Sound:Pause()` which should be used instead. security: None thread_safety: Unsafe capabilities: - LegacySound - name: Sound:Play summary: | Plays the `Class.Sound`. description: | This method plays the `Class.Sound` and sets `Class.Sound.TimePosition|TimePosition` to the last value set by a script (or `0` if it has not been set), then sets `Class.Sound.Playing|Playing` to `true`. code_samples: - Sound-Functions parameters: [] returns: - type: () summary: '' tags: [] deprecation_message: '' security: None thread_safety: Unsafe capabilities: - LegacySound - name: Sound:play summary: '' description: '' code_samples: [] parameters: [] returns: - type: () summary: '' tags: - Deprecated deprecation_message: | This deprecated function is a variant of `Class.Sound:Play()` which should be used instead. security: None thread_safety: Unsafe capabilities: - LegacySound - name: Sound:Resume summary: | Resumes the `Class.Sound`. description: | This method resumes the `Class.Sound` and sets `Class.Sound.Playing|Playing` to `true`. Does not alter `Class.Sound.TimePosition|TimePosition` and thus can be used to resume playback of a sound paused through `Class.Sound:Pause()|Pause()`. code_samples: - Sound-Functions parameters: [] returns: - type: () summary: '' tags: [] deprecation_message: '' security: None thread_safety: Unsafe capabilities: - LegacySound - name: Sound:Stop summary: | Stops the `Class.Sound`. description: | This method stops the `Class.Sound` and sets `Class.Sound.Playing|Playing` to `false`, then sets `Class.Sound.TimePosition|TimePosition` to `0`. code_samples: - Sound-Functions parameters: [] returns: - type: () summary: '' tags: [] deprecation_message: '' security: None thread_safety: Unsafe capabilities: - LegacySound - name: Sound:stop summary: '' description: '' code_samples: [] parameters: [] returns: - type: () summary: '' tags: - Deprecated deprecation_message: | This deprecated function is a variant of `Class.Sound:Stop()` which should be used instead. security: None thread_safety: Unsafe capabilities: - LegacySound events: - name: Sound.DidLoop summary: | Fires whenever the `Class.Sound` loops. description: | Fires whenever the `Class.Sound` loops. Returns `soundId` and `numOfTimesLooped`, giving the content ID of the sound and the number of times looped respectively. When the `Class.Sound` is stopped through `Class.Sound:Stop()|Stop()`, the looped counter resets meaning the next `Class.Sound.DidLoop|DidLoop` event will return `1` for `numOfTimesLooped`. code_samples: - Sound-Looping-2 parameters: - name: soundId type: string default: summary: | The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that looped. - name: numOfTimesLooped type: int default: summary: | The number of times the `Class.Sound` has looped. tags: [] deprecation_message: '' security: None capabilities: - LegacySound - name: Sound.Ended summary: | Fires when the `Class.Sound` has completed playback and stopped. description: | Fires when the `Class.Sound` has completed playback and stopped. This event is often used to destroy a sound when it has completed playback: ``` sound:Play() sound.Ended:Wait() sound:Destroy() ``` Note that this event will **not** fire for sounds with `Class.Sound.Looped|Looped` set to `true`, as they continue playing upon reaching their end. This event will also **not** fire when the sound is stopped before playback has completed; for this use the `Class.Sound.Stopped|Stopped` event. code_samples: [] parameters: - name: soundId type: string default: summary: | The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that has ended. tags: [] deprecation_message: '' security: None capabilities: - LegacySound - name: Sound.Loaded summary: | Fires when the `Class.Sound` is loaded. description: | Fires when the `Class.Sound` is loaded. As this event only fires at the time the sound is loaded, it's recommended to check the sound's `Class.Sound.IsLoaded|IsLoaded` property prior to connecting to this event. code_samples: - Sound-Loaded parameters: - name: soundId type: string default: summary: | The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that loaded. tags: [] deprecation_message: '' security: None capabilities: - LegacySound - name: Sound.Paused summary: | Fires whenever the `Class.Sound` is paused using `Class.Sound:Pause()|Pause()`. description: | Fires whenever the `Class.Sound` is paused using `Class.Sound:Pause()|Pause()`. code_samples: - Sound-Functions parameters: - name: soundId type: string default: summary: | The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that was paused. tags: [] deprecation_message: '' security: None capabilities: - LegacySound - name: Sound.Played summary: | Fires whenever the `Class.Sound` is played using `Class.Sound:Play()|Play()`. description: | Fires whenever the `Class.Sound` is played using `Class.Sound:Play()|Play()`. This event will **not** fire if the `Class.Sound` is played due to `Class.Sound.PlayOnRemove|PlayOnRemove` being set to `true` and the sound being destroyed. code_samples: - Sound-Functions parameters: - name: soundId type: string default: summary: | The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that was played. tags: [] deprecation_message: '' security: None capabilities: - LegacySound - name: Sound.Resumed summary: | Fires when the `Class.Sound` is resumed using `Class.Sound:Resume()|Resume()`. description: | Fires when the `Class.Sound` is resumed using `Class.Sound:Resume()|Resume()`. code_samples: - Sound-Functions parameters: - name: soundId type: string default: summary: | The `Class.Sound.SoundId|SoundId` of the `Class.Sound` being resumed. tags: [] deprecation_message: '' security: None capabilities: - LegacySound - name: Sound.Stopped summary: | Fires when the `Class.Sound` is stopped through using `Class.Sound:Stop()|Stop()`. description: | Fires when the `Class.Sound` is stopped through using `Class.Sound:Stop()|Stop()`. Destroying a sound while it is playing will not cause this event to fire. code_samples: - Sound-Functions parameters: - name: soundId type: string default: summary: | The `Class.Sound.SoundId|SoundId` of the `Class.Sound` that stopped. tags: [] deprecation_message: '' security: None capabilities: - LegacySound callbacks: []