Clientpickupsoundsuppressor
Based on game build 714014 | Last updated: 2026-03-03
Overview
ClientPickupSoundSuppressor prevents redundant pickup sound events on the client during entity spawn and network resynchronization. It works by temporarily setting inst.pickupsound to "NONE" and restoring it after a short delay, using a networked boolean flag (_ignorenext) to distinguish between newly spawned entities on the client versus existing entities receiving delayed spawn events. This component is only active on non-master simulation clients.
Usage example
local inst = CreateEntity()
inst:AddComponent("clientpickupsoundsuppressor")
-- Optionally trigger suppression logic for next pickup event
inst.components.clientpickupsoundsuppressor:IgnoreNextPickupSound()
Dependencies & tags
Components used: None identified
Tags: None identified
Properties
No public properties
Main functions
IgnoreNextPickupSound()
- Description: Marks the next pickup event to be ignored on the client by setting a networked boolean flag. Used to prevent duplicate sound playback when an entity spawns on the client but is not newly spawned server-side.
- Parameters: None.
- Returns: Nothing.
- Error states: If the entity has
pickupsound == "NONE", no action is taken.
Events & listeners
- Listens to:
clientpickupsoundsuppressor._ignorenext— triggersOnIgnoreNext()to suppresspickupsoundwhen the networked flag is set totrue. - Pushes: None.