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Speech Module โ€‹

The Speech module provides a simple way to deal with speech/audio from coords or peds.

Getting Started โ€‹

lua
local Speech = exports.bln_lib:speech()

Basic Usage โ€‹

Play speech from Entity โ€‹

lua
	local sound_ref_string = "0825_S_M_M_LIVERYWORKER_01_WHITE_01"
	local sound_name_string = "FAREWELL_ON_HORSE"
    speech.PlayFromEntity(PlayerPedId(), sound_ref_string, sound_name_string)

Play speech from Coords โ€‹

lua
	local sound_ref_string = "0825_S_M_M_LIVERYWORKER_01_WHITE_01"
	local sound_name_string = "FAREWELL_ON_HORSE"
    local position = GetEntityCoords(PlayerPedId())
    speech.PlayFromEntity(position, sound_ref_string, sound_name_string)

Arguments: โ€‹

argumentdescription
Entity Or Positionped id or position (x,y,z)
SOUND_REF_STRINGaudio bank dictionary
SOUND_NAME_STRINGname of sound from audio bank dictionary. Name should not contain last doubles. For example, audio bank dictionary "0132_G_M_M_UNICRIMINALS_01_BLACK_01" contains seven names from GIDDY_UP_ESCALATED_01 till GIDDY_UP_ESCALATED_07. But sound_name_string for all of them is "GIDDY_UP_ESCALATED".
SPEECH_PARAMS_STRINGspeech params string from table. Some params dont work. Use "speech_params_force" if u dont care
SPEECH_LINEwhats line to play (for GIDDY_UP_ESCALATED it is from 1 till 7). 0 - play random line.

Speech Params: โ€‹

lua
local speech_params = {

	[0xB53AC261] = "speech_params_allow_repeat",
	[0xF85DD899] = "speech_params_force",
	[0xC3159875] = "speech_params_shouted",
	[0x9DE2F602] = "speech_params_force_shouted_clear",
	[0x9C0097D0] = "Speech_Params_Beat_Shouted_Clear_AllowPlayAfterDeath",  	-- uses subtitles, if it exists.
	[0x3CA9FB81] = "speech_params_standard",
	[0xFBDA0604] = "speech_params_force_shouted_critical",
	[0x8CCE3B6B] = "speech_params_force_frontend",
	[0x6043A6BF] = "speech_params_force_normal_critical",
	[0xAA9D3FB8] = "speech_params_shouted_critical",
	[0xA94E906A] = "speech_params_add_blip",
	[0x5BDE1482] = "speech_params_force_normal",
	[0x3A1B278D] = "speech_params_add_blip_shouted_force",
	[0xA7E68047] = "speech_params_force_normal_clear",
	[0x35891BFA] = "speech_params_add_blip_shouted",
	[0x767F996E] = "speech_params_shouted_clear",
	[0xE60F9DAC] = "speech_params_force_shouted",

}