---
name: "playSoundUI"
type: command
status: ok
groups: ["Sounds"]
arma3_since: "2.10"
locality: {"argument": null, "effect": "local", "server_exec": false}
source: https://community.bistudio.com/wiki/playSoundUI
revid: 376806
updated: 2025-11-21T17:10:26Z
---

# playSoundUI

*Command · Sounds · Arma 3 v2.10*

Locality: effect **local**

## Description

Plays given [CfgSounds](../topics/Description.ext.md) sound or a sound file given by file path through a dedicated UI sound channel unaffected by the global mixer volumes. If the file path is given, the leading slash will be ignored. To stop the sound use [stopSound](../commands/stopSound.md)

## Syntax

```sqf
playSoundUI [sound, volume, soundPitch, isEffect, offset, loop]
```

**Parameters:**

- `sound`: [String](../topics/String.md) - [CfgSounds](../topics/Description.ext.md) class or file as used in [playSound3D](../commands/playSound3D.md) (see Arma 3: Sound Files for available file names)
- `volume`: [Number](../topics/Number.md) - (Optional, default 1) sound volume clamped in range 0..5
- `soundPitch`: [Number](../topics/Number.md) - (Optional, default 1)
  - 1.0 → normal
  - 0.5 → Darth Vader
  - 2.0 → Chipmunks
- `isEffect`: [Boolean](../topics/Boolean.md) - (Optional, default [false](../commands/false.md)) if [true](../commands/true.md), diverts sound through effects channel (see [fadeSound](../commands/fadeSound.md), [soundVolume](../commands/soundVolume.md))
- `offset`: [Number](../topics/Number.md) - (Optional, default 0) offset in seconds. Same as with [playSound3D](../commands/playSound3D.md) (ignored if sound is set to 'loop') *(since arma3 2.12)*
- `loop`: [Boolean](../topics/Boolean.md) - (Optional, default [false](../commands/false.md)) If [true](../commands/true.md) the sound will loop forever. Use [stopSound](../commands/stopSound.md) to stop *(since arma3 2.22)*

**Returns:** [Number](../topics/Number.md) - id of the sound (0..65535) since Arma 3 v2.12 (was [Nothing](../topics/Nothing.md) before that)

## Examples

### Example 1

```sqf
playSoundUI ["Alarm", 0.5, 0.5];
```

### Example 2

```sqf
playSoundUI ["A3\Sounds_F\sfx\blip1.wss"];
```

### Example 3

Sound file extension must be specified even if a config entry has none:

```sqf
playSoundUI ["A3\Sounds_F\sfx\alarm_independent", 5, 1];        // no sound
playSoundUI ["A3\Sounds_F\sfx\alarm_independent.wss", 5, 1];    // alarm
```

## See also

[stopSound](../commands/stopSound.md) · [soundParams](../commands/soundParams.md) · [say3D](../commands/say3D.md) · [playSound](../commands/playSound.md) · [say2D](../commands/say2D.md) · [say](../commands/say.md) · [createSoundSource](../commands/createSoundSource.md) · [setRandomLip](../commands/setRandomLip.md) · [getMissionPath](../commands/getMissionPath.md) · [playSound3D](../commands/playSound3D.md)

<sub>Source: [BI Community Wiki — playSoundUI](https://community.bistudio.com/wiki/playSoundUI) (revision 376806).</sub>
