Sounds in GTA 2 Mission Scripts

You can add ambient sounds for your maps and even create sound effects for your missions. Ambient sounds include music coming out of a club or machinery noise in an industrial area. Sound effects include setting off a bank alarm during a mission.

See also: Messages which Play a Sound

Ambient Sound Example

To add a sound right from the start, you’ll need to add this code:

SOUND name = (X,Y,Z) SOUNDTYPE PLAYTYPE

And so, your code could look like this:

SOUND club01 = (47.5,16.5,2.0) STRIP_CLUB PLAY_FOREVER

Mission Sound Effect Example

This command “reserves” a sound without creating it:

SOUND name

To create the sound effect, add this to it:

name = CREATE_SOUND (X,Y,Z) SOUNDTYPE PLAYTYPE END

Your code could look like this:

SOUND bankalarm01

LEVELSTART

bankalarm01 = CREATE_SOUND (13.5,127.5,4.0) BANK_ALARM PLAY_FOREVER END

When the mission has finished, use DELETE_ITEM to turn off the sound:

DELETE_ITEM (bankalarm01)

You can make the sound play just once, such as a door opening or a character shouting. Simply change the PLAY_FOREVER to PLAY_INSTANT:

bankalarm01 = CREATE_SOUND (13.5,127.5,4.0) DOOR_OPEN PLAY_INSTANT END

Sound Types

Some of these can seem very quiet in the game while others are very loud and can be heard from far away. This means that you may have to place several sound objects in an area of your map to be able to hear the sound in the whole of that area.

Description
WINDNothing I could hear.
WATERFALLRunning water, like a stream.
CRICKETSQuite loud and very natural grasshopper noise.
JAZZ_CLUBPiano and trumpet in short loop.
STRIP_CLUBSeedy organ music.
COUNTRY_CLUBRedneck music with strong bass guitar.
NIGHT_CLUBShort loop of loud dance music.
BARLoud remix of GTA 1 convertible car radio.
CHURCH_SINGINGSavepoints use this sound.
KRISHNA_CHANTThe one from GTA 1!
TEMPLE_CHANTQuiet, slow drum beat with Krishna chant.
TEMPLE_2Loud drum with quiet chanting.
BOWLING_ALLEYSound of ball rolling and knocking over pins.
SHOPPING_MALLNothing I could hear.
CROWD_NOISENothing I could hear.
BAR_2Crowd talking with inexplicable ticking noise.
DISGRACELANDNothing I could hear.
GENERATOR_RUMBLEQuiet hum, like a substation more than a generator.
INDUSTRIAL_LOWSlightly quieter INDUSTRIAL_HIGH.
INDUSTRIAL_HIGHVery loud industrial machinery.
PYLONElectric hum in very small area.
FAN_NOISELoud fan noise covering very small area.
POWER_PLANTQuiet machinery with very deep, throbbing bass.
VATOccassional bubbles, like a huge water cooler.
WORKSHOPNothing I could hear.
PRISONNothing I could hear.
PRISON_YARDNothing I could hear.
PRISON_RIOTVery loud clattering and shouting.
PRISON_ALARM(Not tested.)
CLOCK_TOWERTicking sound, like a grandfather clock.
HUMAN_ABATTOIRVariety of ped death sounds.
GARAGE_OPENSound like a DOOR.
GARAGE_CLOSESound like a DOOR.
PORTA_LOOOccassional farts? Sounded weird.
FUNNY_FARMOccassional silly laugh.
CRYINGCrying person but seemed screwed up.
SCREAMCycles through various ped screams.
SMUG_LAUGHRegular loop of the game announcer’s laugh.
LET_ME_OUTPerson shouting “LET ME OUT!”
GANG_DUMPEDSeveral people banging and shouting “LET ME OUT!”
GANG_LOCKED_IN_BUSSame as GANG_DUMPED.
DETECTED_MUMBLESeems to be screwed up.
BOMB_TICKNothing I could hear.
BOMB_TICK_SHITNothing I could hear.
YEEHA_BOMBExtremely loud and seemingly screwed up.
GENERATOR_LOSE_POWERNothing I could hear.
POISONEDScrewed up.
MUMBLE(Not tested.)
BANK_ALARM(Not tested.)
SKID(Not tested.)
ROCKET_FAIL_LAUGH(Not tested.)
ROCKET_LAUNCH_FAIL_CLICK(Not tested.)

There are only two ways to play sounds:

Values for PLAYTYPE
PLAY_INSTANT Only makes the sound once.
PLAY_FOREVER Repeats the sound until a command makes it stop.

(Originally written by Chris “Pyro” Hockley and formatted by Ben “Cerbera” Millard with full permission.)