Skip to main content

Audio::startAlarm

Example:

This will start the alarm at Fort Zancudo.

AUDIO::START_ALARM('PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS', 1);

First parameter (char) is the name of the alarm. Second parameter (bool) is unknown, it does not seem to make a difference if this one is 0 or 1.

~Zerovv


It DOES make a difference but it has to do with the duration or something I dunno yet


Found in the b617d scripts:  
 
AUDIO::START_ALARM('AGENCY_HEIST_FIB_TOWER_ALARMS', 0);  
AUDIO::START_ALARM('AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER', 1);  
AUDIO::START_ALARM('AGENCY_HEIST_FIB_TOWER_ALARMS_UPPER_B', 0);  
AUDIO::START_ALARM('BIG_SCORE_HEIST_VAULT_ALARMS', a_0);  
AUDIO::START_ALARM('FBI_01_MORGUE_ALARMS', 1);  
AUDIO::START_ALARM('FIB_05_BIOTECH_LAB_ALARMS', 0);  
AUDIO::START_ALARM('JEWEL_STORE_HEIST_ALARMS', 0);  
AUDIO::START_ALARM('PALETO_BAY_SCORE_ALARM', 1);  
AUDIO::START_ALARM('PALETO_BAY_SCORE_CHICKEN_FACTORY_ALARM', 0);  
AUDIO::START_ALARM('PORT_OF_LS_HEIST_FORT_ZANCUDO_ALARMS', 1);  
AUDIO::START_ALARM('PORT_OF_LS_HEIST_SHIP_ALARMS', 0);  
AUDIO::START_ALARM('PRISON_ALARMS', 0);  
AUDIO::START_ALARM('PROLOGUE_VAULT_ALARMS', 0);

Syntax

```js mp.game.audio.startAlarm(alarmName, p2); ```

Required Arguments

  • alarmName: String
  • p2: Boolean

Return value

  • Undefined

Example

```js // todo ```

See also