CyberM.sfx

Runs inside the game process. Reads and presentation are local; anything that changes shared state has to go through the server.

client runtime4 functionsMarkdown

clear

GAME

CyberM.sfx.clear()

Stops every SFX owned by the calling resource.

Requires world.effects; VFX and other resource owners are unaffected.

Returns

  • true on success, otherwise false
  • reason

Registered in ResourceHost.cpp as LuaEffectClear (line 6821).

list

GAME

CyberM.sfx.list()

Lists active SFX owned by the calling resource.

Requires world.effects.

Returns

  • array of { id, kind, name, entity, remaining }, or nil
  • reason

Registered in ResourceHost.cpp as LuaEffectList (line 6824).

play

GAME

CyberM.sfx.play(event, [options])

Starts resource-owned spatial audio on an entity.

Requires world.effects. Options accept entity, emitter, tag, seekTime, duration, and unique; omitting entity uses the local player.

Parameters

  • eventstringrequired
  • optionstableoptional

Returns

  • effect handle string, or nil
  • reason

Registered in ResourceHost.cpp as LuaSfxPlay (line 6818).

stop

GAME

CyberM.sfx.stop(id)

Stops one SFX handle owned by the calling resource.

Requires world.effects. REDengine stops audio by event name, so identical simultaneous events on one entity may share stop behavior.

Parameters

  • idstringrequired

Returns

  • true on success, otherwise false
  • reason

Registered in ResourceHost.cpp as LuaEffectStop (line 6819).

For agents and LLMs: this page as Markdown · llms.txt · llms-full.txt