# Sound ID
Grammar — Sound ID of soundLink
Flags —Native
|Function
Returns the sound ID for a given Sound Link. Sound Links are used to refer to specific sounds. Sound links are comprised of a sound ID (to identify the sound data entry) and an asset index (to identify the asset within that data entry).
# Arguments
soundlink
— Sound Link
Returns — string
<gamelink::Sound>
native string SoundLinkId(soundlink soundId);
# Related
Category: Sound / Sound Properties
- Sound Asset Index —
int
— SoundLinkAsset - Sound ID —
string
<gamelink::Sound> — SoundLinkId - Sound Link —
soundlink
— SoundLink - Sound Subtitle Text —
text
— SoundSubtitleText - Sound Portrait Model —
string
<gamelink::Model> — SoundPortraitModel - Sound Duration —
fixed
— SoundLengthSync - Mark Sound For Duration Preload — macro
- Query Sound Duration —
void
— SoundLengthQuery - Wait For Sound Durations —
void
— SoundLengthQueryWait
# Examples
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:3736
lv_volume = 100.0;
lv_volumeChange = ((100.0 * lv_timeInterval) / lp_time);
DataTableSetBool(true, (SoundLinkId(lp_soundLink)), true);
while (true) {
if ((DataTableGetBool(true, (SoundLinkId(lp_soundLink))) == false)) {
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:3738
DataTableSetBool(true, (SoundLinkId(lp_soundLink)), true);
while (true) {
if ((DataTableGetBool(true, (SoundLinkId(lp_soundLink))) == false)) {
return ;
}
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:3785
void gf_Ambience_RestoreSoundVolume (soundlink lp_soundLink, sound lp_sound) {
// Implementation
DataTableSetBool(true, (SoundLinkId(lp_soundLink)), false);
SoundSetVolume(lp_sound, 100.0);
}
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:12308
if ((gv_sceneMESound[(lp_sceneID)][lv_index] != null)) {
libNtve_gf_PreloadSoundObject(SoundLinkId(gv_sceneMESound[(lp_sceneID)][lv_index]), false);
}
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2map — MapScript.galaxy:3736
lv_volume = 100.0;
lv_volumeChange = ((100.0 * lv_timeInterval) / lp_time);
DataTableSetBool(true, (SoundLinkId(lp_soundLink)), true);
while (true) {
if ((DataTableGetBool(true, (SoundLinkId(lp_soundLink))) == false)) {
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2map — MapScript.galaxy:3738
DataTableSetBool(true, (SoundLinkId(lp_soundLink)), true);
while (true) {
if ((DataTableGetBool(true, (SoundLinkId(lp_soundLink))) == false)) {
return ;
}
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2map — MapScript.galaxy:3785
void gf_Ambience_RestoreSoundVolume (soundlink lp_soundLink, sound lp_sound) {
// Implementation
DataTableSetBool(true, (SoundLinkId(lp_soundLink)), false);
SoundSetVolume(lp_sound, 100.0);
}
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2map — MapScript.galaxy:12308
if ((gv_sceneMESound[(lp_sceneID)][lv_index] != null)) {
libNtve_gf_PreloadSoundObject(SoundLinkId(gv_sceneMESound[(lp_sceneID)][lv_index]), false);
}
campaigns/libertystory.sc2campaign — base.sc2data/TriggerLibs/CampaignLib.galaxy:1194
// Implementation
lv_sndGameLink = SoundLinkId(lp_soundLink);
lv_sndAssetID = SoundLinkAsset(lp_soundLink);
if ((lv_sndAssetID < 0)) {
mods/heroesbrawlmods/arenamodemods/arenamode.stormmod — base.stormdata/LibAREN.galaxy:997
// Implementation
if ((libAREN_gv_aRM_Debug_ShowMultikillCheers == true)) {
TextExpressionSetToken("Param/Expression/lib_AREN_D3D0C0C0", "A", StringToText((SoundLinkId(lp_sound))));
TextExpressionSetToken("Param/Expression/lib_AREN_D3D0C0C0", "B", IntToText(lp_team));
TriggerDebugOutput(1, TextExpressionAssemble("Param/Expression/lib_AREN_D3D0C0C0"), true);