<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.rage.mp/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ufteers</id>
	<title>RAGE Multiplayer Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rage.mp/w/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ufteers"/>
	<link rel="alternate" type="text/html" href="https://wiki.rage.mp/wiki/Special:Contributions/Ufteers"/>
	<updated>2026-07-18T22:22:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.40.0</generator>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Weather&amp;diff=26782</id>
		<title>Weather</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Weather&amp;diff=26782"/>
		<updated>2024-10-10T08:42:36Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weather IDs==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Weather !! ID !! Info&lt;br /&gt;
|-&lt;br /&gt;
| EXTRASUNNY || 0 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLEAR || 1 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLOUDS || 2 ||&lt;br /&gt;
|-&lt;br /&gt;
| SMOG || 3 ||&lt;br /&gt;
|-&lt;br /&gt;
| FOGGY || 4 ||&lt;br /&gt;
|-&lt;br /&gt;
| OVERCAST || 5 ||&lt;br /&gt;
|-&lt;br /&gt;
| RAIN || 6 ||&lt;br /&gt;
|-&lt;br /&gt;
| THUNDER || 7 ||&lt;br /&gt;
|-&lt;br /&gt;
| CLEARING || 8 ||&lt;br /&gt;
|-&lt;br /&gt;
| NEUTRAL || 9 ||&lt;br /&gt;
|-&lt;br /&gt;
| SNOW || 10 ||&lt;br /&gt;
|-&lt;br /&gt;
| BLIZZARD || 11 ||&lt;br /&gt;
|-&lt;br /&gt;
| SNOWLIGHT || 12 ||&lt;br /&gt;
|-&lt;br /&gt;
| XMAS || 13 || Set serverside to leave snow on the ground (capital letter)&lt;br /&gt;
|-&lt;br /&gt;
| HALLOWEEN || 14 ||&lt;br /&gt;
|-&lt;br /&gt;
| RAIN_HALLOWEEN || 15 ||&lt;br /&gt;
|-&lt;br /&gt;
| SNOW_HALLOWEEN || 16 ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=190px&amp;gt;&lt;br /&gt;
File:280px-weather 0 day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 0&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_1_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 1&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_2_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 2&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_3_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 3&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_4_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 4&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_5_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 5&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_6_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 6&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_7_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 7&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_8_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 8&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_9_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 9&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_10_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 10&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_11_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 11&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_12_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 12&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_13_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 13&amp;lt;/center&amp;gt;&lt;br /&gt;
File:280px-weather_14_day.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;ID:&#039;&#039;&#039; 14&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Weather ID 9==&lt;br /&gt;
Changes with time of day. Only effects the northern half of the map&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery widths=280px heights=190px&amp;gt;&lt;br /&gt;
File:0.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 0&amp;lt;/center&amp;gt;&lt;br /&gt;
File:1.png|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 1&amp;lt;/center&amp;gt;&lt;br /&gt;
File:2.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 2&amp;lt;/center&amp;gt;&lt;br /&gt;
File:3.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 3&amp;lt;/center&amp;gt;&lt;br /&gt;
File:4.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 4&amp;lt;/center&amp;gt;&lt;br /&gt;
File:5.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 5&amp;lt;/center&amp;gt;&lt;br /&gt;
File:6.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 6&amp;lt;/center&amp;gt;&lt;br /&gt;
File:7.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 7&amp;lt;/center&amp;gt;&lt;br /&gt;
File:8.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 8&amp;lt;/center&amp;gt;&lt;br /&gt;
File:9.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 9&amp;lt;/center&amp;gt;&lt;br /&gt;
File:10.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 10&amp;lt;/center&amp;gt;&lt;br /&gt;
File:11.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 11&amp;lt;/center&amp;gt;&lt;br /&gt;
File:12.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 12&amp;lt;/center&amp;gt;&lt;br /&gt;
File:13.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 13&amp;lt;/center&amp;gt;&lt;br /&gt;
File:14.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 14&amp;lt;/center&amp;gt;&lt;br /&gt;
File:15.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 15&amp;lt;/center&amp;gt;&lt;br /&gt;
File:16.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 16&amp;lt;/center&amp;gt;&lt;br /&gt;
File:17.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 17&amp;lt;/center&amp;gt;&lt;br /&gt;
File:18.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 18&amp;lt;/center&amp;gt;&lt;br /&gt;
File:19.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 19&amp;lt;/center&amp;gt;&lt;br /&gt;
File:20.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 20&amp;lt;/center&amp;gt;&lt;br /&gt;
File:21.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 21&amp;lt;/center&amp;gt;&lt;br /&gt;
File:22.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 22&amp;lt;/center&amp;gt;&lt;br /&gt;
File:23.jpg|&amp;lt;center&amp;gt;&#039;&#039;&#039;Hour&#039;&#039;&#039; 23&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Assets]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::taskPlayAnim&amp;diff=21667</id>
		<title>Player::taskPlayAnim</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::taskPlayAnim&amp;diff=21667"/>
		<updated>2023-01-09T18:06:39Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: R* animation flags&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__TOC__&lt;br /&gt;
&lt;br /&gt;
Plays an animation on the targetted ped.&lt;br /&gt;
&lt;br /&gt;
You must always preload the dictionary (use [https://wiki.rage.mp/index.php?title=Streaming::requestAnimDict Streaming::requestAnimDict] to preload an animation), serverside will have some loaded but not all.&lt;br /&gt;
&lt;br /&gt;
==Arguments==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animation Dictionary, Animation Name&#039;&#039;&#039;&lt;br /&gt;
* A few possible values can be found on the [[Animations|Animations]] page.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Blend speed&#039;&#039;&#039;:&lt;br /&gt;
* Defines the blend time before/after the animation. Most common value is 8.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;pre&amp;gt;1 / [time in seconds] = [blend speed]&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Duration (ms)&#039;&#039;&#039;: &lt;br /&gt;
* How long the animation plays. -1 can be used to play the whole animation (or loop indefinitely, if flag 1 is used)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Animation Flags&#039;&#039;&#039;: &lt;br /&gt;
*0: &#039;&#039;&#039;AF_DEFAULT&#039;&#039;&#039;                 &lt;br /&gt;
*1: &#039;&#039;&#039;AF_LOOPING&#039;&#039;&#039; - Repeat the animation &lt;br /&gt;
*2: &#039;&#039;&#039;AF_HOLD_LAST_FRAME&#039;&#039;&#039; - Hold on the last frame of the animation &lt;br /&gt;
*4: &#039;&#039;&#039;AF_REPOSITION_WHEN_FINISHED&#039;&#039;&#039; - When the animation finishes pop the peds physical reprsentation position to match the visual representations position Note that the animator must not unwind the animation and must have an independent mover node &lt;br /&gt;
*8: &#039;&#039;&#039;AF_NOT_INTERRUPTABLE&#039;&#039;&#039; - Can the task not be interupted by extenal events &lt;br /&gt;
*16: &#039;&#039;&#039;AF_UPPERBODY&#039;&#039;&#039; - Only plays the upper body part of the animation. Dampens any motion caused by the lower body animation.Note that the animation should include the root node &lt;br /&gt;
*32: &#039;&#039;&#039;AF_SECONDARY&#039;&#039;&#039; - The task will run in the secondary task slot. This means it can be used aswell as a movement task (for instance) &lt;br /&gt;
*64: &#039;&#039;&#039;AF_REORIENT_WHEN_FINISHED&#039;&#039;&#039; - When the animation finishes pop the peds physical reprsentation direction to match the visual representations direction. Note that the animator must not unwind the animation and must have an independent mover node &lt;br /&gt;
*128: &#039;&#039;&#039;AF_ABORT_ON_PED_MOVEMENT&#039;&#039;&#039; - Ends the animation early if the ped attemps to move e.g. if the player tries to move using the controller. Can also be used to blend out automatically when an ai ped starts moving by combining it with the AF_SECONDARY flag.&lt;br /&gt;
*256: &#039;&#039;&#039;AF_ADDITIVE&#039;&#039;&#039; - Play back the animation additively. Note, this will only produce sensible results on specifically authored additive animations!&lt;br /&gt;
*512: &#039;&#039;&#039;AF_TURN_OFF_COLLISION&#039;&#039;&#039; - Do not react to collision detection whilst this anim is playing&lt;br /&gt;
*1024: &#039;&#039;&#039;AF_OVERRIDE_PHYSICS&#039;&#039;&#039; - Do not apply any physics forces whilst the anim is playing. Automatically turns off collision, extracts any initial offset provided in the clip and uses per frame mover extraction.&lt;br /&gt;
*2048: &#039;&#039;&#039;AF_IGNORE_GRAVITY&#039;&#039;&#039; - Do not apply gravity while the anim is playing&lt;br /&gt;
*4096: &#039;&#039;&#039;AF_EXTRACT_INITIAL_OFFSET&#039;&#039;&#039; - Extract an initial offset from the playback position authored by the animator. Use this flag when playing back anims on different peds which have been authored to sync with each other&lt;br /&gt;
*8192: &#039;&#039;&#039;AF_EXIT_AFTER_INTERRUPTED&#039;&#039;&#039; - Exit the animation task if it is interrupted by another task (ie Natural Motion).  Without this flag bing set looped animations will restart ofter the NM task&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tag synchronizer flags - sync the anim against ped movement (walking / running / etc)&#039;&#039;&#039;:&lt;br /&gt;
*16384: &#039;&#039;&#039;AF_TAG_SYNC_IN&#039;&#039;&#039; - Sync the anim whilst blending in (use for seamless transitions from walk / run into a full body anim)&lt;br /&gt;
*32768: &#039;&#039;&#039;AF_TAG_SYNC_OUT&#039;&#039;&#039; - Sync the anim whilst blending out (use for seamless transitions from a full body anim into walking / running behaviour)&lt;br /&gt;
*65536: &#039;&#039;&#039;AF_TAG_SYNC_CONTINUOUS&#039;&#039;&#039; - Sync all the time (Only usefull to synchronize a partial anim e.g. an upper body)&lt;br /&gt;
&lt;br /&gt;
*131072: &#039;&#039;&#039;AF_FORCE_START&#039;&#039;&#039; - Force the anim task to start even if the ped is falling / ragdolling / etc. Can fix issues with peds not playing their anims immediately after a warp / etc&lt;br /&gt;
*262144: &#039;&#039;&#039;AF_USE_KINEMATIC_PHYSICS&#039;&#039;&#039; - Use the kinematic physics mode on the entity for the duration of the anim (it should push other entities out of the way, and not be pushed around by players / etc&lt;br /&gt;
*524288: &#039;&#039;&#039;AF_USE_MOVER_EXTRACTION&#039;&#039;&#039; - Updates the peds capsule position every frame based on the animation. Use in conjunction with AF_USE_KINEMATIC_PHYSICS to create characters that cannot be pushed off course by other entities / geometry / etc whilst playing the anim.&lt;br /&gt;
&lt;br /&gt;
*1048576: &#039;&#039;&#039;AF_HIDE_WEAPON&#039;&#039;&#039; - Indicates that the ped&#039;s weapon should be hidden while this animation is playing.&lt;br /&gt;
&lt;br /&gt;
*2097152: &#039;&#039;&#039;AF_ENDS_IN_DEAD_POSE&#039;&#039;&#039; - When the anim ends, kill the ped and use the currently playing anim as the dead pose&lt;br /&gt;
*4194304: &#039;&#039;&#039;AF_ACTIVATE_RAGDOLL_ON_COLLISION&#039;&#039;&#039; - If the peds ragdoll bounds make contact with something physical (that isn&#039;t flat ground) activate the ragdoll and fall over.&lt;br /&gt;
*8388608: &#039;&#039;&#039;AF_DONT_EXIT_ON_DEATH&#039;&#039;&#039; - Currently used only on secondary anim tasks. Secondary anim tasks will end automatically when the ped dies. Setting this flag stops that from happening.&amp;quot;&lt;br /&gt;
*16777216: &#039;&#039;&#039;AF_ABORT_ON_WEAPON_DAMAGE&#039;&#039;&#039; - Allow aborting from damage events (including non-ragdoll damage events) even when blocking other ai events using AF_NOT_INTERRUPTABLE.&lt;br /&gt;
*33554432: &#039;&#039;&#039;AF_DISABLE_FORCED_PHYSICS_UPDATE&#039;&#039;&#039; - Prevent adjusting the capsule on the enter state (useful if script is doing a sequence of scripted anims and they are known to more or less stand still) &lt;br /&gt;
*67108864: &#039;&#039;&#039;AF_PROCESS_ATTACHMENTS_ON_START&#039;&#039;&#039; - Force the attachments to be processed at the start of the clip&lt;br /&gt;
*134217728: &#039;&#039;&#039;AF_EXPAND_PED_CAPSULE_FROM_SKELETON&#039;&#039;&#039; - Expands the capsule to the extents of the skeleton&lt;br /&gt;
*268435456: &#039;&#039;&#039;AF_USE_ALTERNATIVE_FP_ANIM&#039;&#039;&#039; - Plays an alternative first person version of the clip on the player when in first person mode (the first person clip must be in the same dictionary, and be named the same as the anim you&#039;re playing, but with _FP appended on the end)&lt;br /&gt;
*536870912: &#039;&#039;&#039;AF_BLENDOUT_WRT_LAST_FRAME&#039;&#039;&#039; - Start blending out the anim early, so that the blend out duration completes at the end of the animation.&lt;br /&gt;
*1073741824 &#039;&#039;&#039;AF_USE_FULL_BLENDING&#039;&#039;&#039; - Use full blending for this anim and override the heading/position adjustment in CTaskScriptedAnimation::CheckIfClonePlayerNeedsHeadingPositionAdjust(), so that we don&#039;t correct errors (special case such as scrip-side implemented AI tasks, i.e. diving)&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;Note:&#039;&#039; You can sum flags together. For example, if you want an upper body controllable animation with last frame you can do 48+2 which is flag 50.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Start Offset&#039;&#039;&#039;:&lt;br /&gt;
*Can be used to skip a part of the animation. Values are between 0.0 and 1.0&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;player.taskPlayAnim(animDictionary, animationName, blendInSpeed, blendOutSpeed, duration, flag, startOffset, lockX, lockY, lockZ);&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;animDictionary:&#039;&#039;&#039; String&lt;br /&gt;
*&#039;&#039;&#039;animationName:&#039;&#039;&#039; String&lt;br /&gt;
*&#039;&#039;&#039;blendInSpeed:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;blendOutSpeed:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;duration:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;flag:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;startOffset:&#039;&#039;&#039; float&lt;br /&gt;
*&#039;&#039;&#039;lockX:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;lockY:&#039;&#039;&#039; Boolean&lt;br /&gt;
*&#039;&#039;&#039;lockZ:&#039;&#039;&#039; Boolean&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Undefined&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
The example below preloads an animation and applies it into the local player.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
mp.game.streaming.requestAnimDict(&amp;quot;random@shop_robbery&amp;quot;);//preload the animation&lt;br /&gt;
mp.players.local.taskPlayAnim(&amp;quot;random@shop_robbery&amp;quot;, &amp;quot;robbery_action_f&amp;quot;, 8.0, 1.0, -1, 1, 1.0, false, false, false);&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*&#039;&#039;&#039;[[Animations|Animations Dictionary]]&#039;&#039;&#039;&lt;br /&gt;
{{Player_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Server_settings&amp;diff=21666</id>
		<title>Server settings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Server_settings&amp;diff=21666"/>
		<updated>2023-01-09T17:50:29Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* &#039;&#039;&#039;conf.json -&#039;&#039;&#039; is a configuration file which allows you manage your server easily.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
The following table will explain the use of the following settings:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Setting !! Default value !! Description&lt;br /&gt;
|-&lt;br /&gt;
| announce || false || Announce to the master server so people can see you in their server browser.&lt;br /&gt;
|-&lt;br /&gt;
| bind|| 127.0.0.1 || The IP to listen to.&lt;br /&gt;
|-&lt;br /&gt;
| gamemode|| Freeroam || The server&#039;s gamemode. [[gamemodes|List of valid gamemodes]]&lt;br /&gt;
|-&lt;br /&gt;
| encryption|| false|| Whether the connection to the server will be encrypted or not.&lt;br /&gt;
|-&lt;br /&gt;
| maxplayers || 100 || Maximum number of players your server will hold.&lt;br /&gt;
|-&lt;br /&gt;
| name || RAGE:MP Unofficial server || Server name that will be displayed to the master server. Use [] for tags. Eg. &amp;quot;Beast [Serious Roleplay]&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| stream-distance || 500.0 || The distance on the X,Y plane which server entities will stream in for connected players.&lt;br /&gt;
|-&lt;br /&gt;
| port || 22005 || The port that the server will use. The server uses both UDP and TCP protocols.&amp;lt;br/&amp;gt;The port after that one (&#039;&#039;port + 1&#039;&#039;, so 22006 by default) will be used for the HTTP server that hosts the client packages for the clients to download from.&lt;br /&gt;
|-&lt;br /&gt;
| disallow-multiple-connections-per-ip|| false|| Allows (false) or disallows (true) multiple players to connect from the same IP address&lt;br /&gt;
|-&lt;br /&gt;
| limit-time-of-connections-per-ip|| 0|| Maximum time a player can try to reconnect before getting timeout&lt;br /&gt;
|-&lt;br /&gt;
| url|| || Website URL. Must be a valid URL. Truncated to 20 characters in [https://rage.mp/masterlist RAGE:MP Master List Web] (shows fine in RAGE:MP client).&lt;br /&gt;
|-&lt;br /&gt;
| language|| us || Server&#039;s language (needs to be a string, example: &amp;quot;language&amp;quot;: &amp;quot;us&amp;quot; will display the United States flag on your server&#039;s name) &lt;br /&gt;
|-&lt;br /&gt;
| sync-rate|| 40|| This number indicates the interval, in milliseconds, that the server has to synchronize its entities. 40 = 40ms&lt;br /&gt;
|-&lt;br /&gt;
| resource-scan-thread-limit|| || Indicates the maximum number of threads used for resource scanning&lt;br /&gt;
|-&lt;br /&gt;
| max-ping|| || Maximum Ping accepted for the server&lt;br /&gt;
|-&lt;br /&gt;
| min-fps|| || Minimum FPS required for the server&lt;br /&gt;
|-&lt;br /&gt;
| max-packet-loss|| || Maximum Packet loss accepted in the server&lt;br /&gt;
|-&lt;br /&gt;
| allow-cef-debugging || || Whether the client can (true) or not (false) debug the server&#039;s CEF pages&lt;br /&gt;
|-&lt;br /&gt;
| enable-nodejs || true || Enables NodeJS serverside&lt;br /&gt;
|-&lt;br /&gt;
| csharp || disabled||  If your server will be using the C# bridge plugin set it to true, else don&#039;t add this line&lt;br /&gt;
|-&lt;br /&gt;
| enable-http-security|| false||  When set to true, enables an extra security layer to avoid the server being flooded by fake HTTP requests&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| voice-chat || || boolean true / false&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| allow-voice-chat-input || || (only available via registry at the moment); default value: 1&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| voice-chat-sample-rate || || allowed values are 8000, 16000, 24000, 48000&lt;br /&gt;
|-&lt;br /&gt;
| fastdl-host || || String URL, this parameter specifies the external URL from which clients will be able to download needed clientside packages.&amp;lt;br /&amp;gt;Otherwise they will download them directly from the server.&lt;br /&gt;
|-&lt;br /&gt;
| server-side-weapons-only-mode ||  true || boolean true / false, if it&#039;s set to true, clientside created wont be synced only if they got created serverside (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| api-threading-debugging ||  false || If set to true, it&#039;ll report every single usage of the API out of proper thread. Use it only for debugging since it adds some CPU overhead. (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| fqdn ||  || string, e.g. &amp;quot;fqdn&amp;quot;: &amp;quot;game-srv.rage.mp&amp;quot;. Thanks to this option your players won&#039;t notice any server IP change, including the re-utilisation of downloaded packages.&lt;br /&gt;
|-&lt;br /&gt;
| resources-compression-level || 1 || Use 0 for local server, or a higher value for bandwidth optimisation. -9 for fast compression (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| node-commandline-flags ||  || e.g. &amp;quot;node-commandline-flags&amp;quot;: &amp;quot;--inspect&amp;quot; (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| synchronization-extrapolation-multiplier || 0.0 || enables vehicle synchronization prediction disabling possible latency offset (available with RAGE 1.1+, enabled by default with 1.0 value in 0.3.7)&lt;br /&gt;
|-&lt;br /&gt;
| http-threads || 50 || Specifies how many concurrent connections will be handled at the same time, the rest will be queued (Increasing this number will increase bandwidth usage)&lt;br /&gt;
|-&lt;br /&gt;
| trigger-compression-logging || false || Log compression rates of all outgoing client event triggers with the dictionary the server has been initialized with (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| trigger-compression-training || false || Dictionary training, takes data from all of your triggers and flushes it to the file specified at &amp;quot;trigger-compression-dictionary&amp;quot; at every 20th trigger. TIP: You can train it without joining using &amp;quot;mp.players.call&amp;quot; (available with RAGE 1.1+)&lt;br /&gt;
|-&lt;br /&gt;
| trigger-compression-dictionary ||  || File to load/save compression dictionary (available with RAGE 1.1+)&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| create-fastdl-snapshot || false || Generates client packages files to a folder to be downloadable and used with FastDL&lt;br /&gt;
|-&lt;br /&gt;
| disable-client-packages-ram-cache || false || Doesn&#039;t cache resources in memory (for only un-encrypted files with DISABLE_ENCRYPTION_LIST file) and instead streams it from storage &lt;br /&gt;
|-&lt;br /&gt;
| client-packages-shared-folder || || Enables you to use the same client resources across different servers (i guess) (FQDN must be a subdomain of shared folder name, e.g. foo.domain.com, bar.domain.com =&amp;gt; domain.com)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Sample file ==&lt;br /&gt;
&lt;br /&gt;
This is an example of &#039;&#039;&#039;conf.json&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
{&lt;br /&gt;
    &amp;quot;announce&amp;quot;: false,&lt;br /&gt;
    &amp;quot;bind&amp;quot;: &amp;quot;127.0.0.1&amp;quot;,&lt;br /&gt;
    &amp;quot;gamemode&amp;quot;: &amp;quot;freeroam&amp;quot;, &lt;br /&gt;
    &amp;quot;name&amp;quot;: &amp;quot;RAGE:MP Unofficial server [Tag]&amp;quot;, &lt;br /&gt;
    &amp;quot;maxplayers&amp;quot;: 100,&lt;br /&gt;
    &amp;quot;port&amp;quot;: 22005,&lt;br /&gt;
    &amp;quot;stream-distance&amp;quot;: 500.0&lt;br /&gt;
}&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Vehicle::setModColor2&amp;diff=21407</id>
		<title>Vehicle::setModColor2</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Vehicle::setModColor2&amp;diff=21407"/>
		<updated>2022-11-17T00:08:40Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Changes the secondary paint type and color&lt;br /&gt;
==MOD_COLOR_TYPE==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const MOD_COLOR_TYPE = {&lt;br /&gt;
    MCT_METALLIC: 0,&lt;br /&gt;
    MCT_CLASSIC: 1,&lt;br /&gt;
    MCT_PEARLESCENT: 2,&lt;br /&gt;
    MCT_MATTE: 3,&lt;br /&gt;
    MCT_METALS: 4,&lt;br /&gt;
    MCT_CHROME: 5,&lt;br /&gt;
    MCT_CHAMELEON: 6 // only available on Gen9 platforms&lt;br /&gt;
    MCT_NONE: 7 // if this is set, the vehicle doesn&#039;t use mod colors, it uses the regular color system&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
color: number of the color&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;vehicle.setModColor2(paintType, color);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;paintType:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;color:&#039;&#039;&#039; int&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Undefined&#039;&#039;&#039;&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
// todo&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
==See also==&lt;br /&gt;
{{Vehicle_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Vehicle::setModColor1&amp;diff=21406</id>
		<title>Vehicle::setModColor1</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Vehicle::setModColor1&amp;diff=21406"/>
		<updated>2022-11-17T00:00:32Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Update mod color types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==MOD_COLOR_TYPE==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const MOD_COLOR_TYPE = {&lt;br /&gt;
    MCT_METALLIC: 0,&lt;br /&gt;
    MCT_CLASSIC: 1,&lt;br /&gt;
    MCT_PEARLESCENT: 2,&lt;br /&gt;
    MCT_MATTE: 3,&lt;br /&gt;
    MCT_METALS: 4,&lt;br /&gt;
    MCT_CHROME: 5,&lt;br /&gt;
    MCT_CHAMELEON: 6 // only available on Gen9 platforms&lt;br /&gt;
    MCT_NONE: 7 // if this is set, the vehicle doesn&#039;t use mod colors, it uses the regular color system&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;color: number of the color.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;p3 seems to always be 0.&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;vehicle.setModColor1(paintType, color, pearlescentColor);&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
=== Required Arguments ===&lt;br /&gt;
*&#039;&#039;&#039;paintType:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;color:&#039;&#039;&#039; int&lt;br /&gt;
*&#039;&#039;&#039;pearlescentColor:&#039;&#039;&#039; int&lt;br /&gt;
===Return value===&lt;br /&gt;
*&#039;&#039;&#039;Undefined&#039;&#039;&#039;&lt;br /&gt;
==Example==&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;javascript&amp;quot;&amp;gt;&lt;br /&gt;
// todo&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
==See also==&lt;br /&gt;
{{Vehicle_function_c}}&lt;br /&gt;
[[Category:Clientside API]]&lt;br /&gt;
[[Category:TODO: Example]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Template:Player_definition_c&amp;diff=21400</id>
		<title>Template:Player definition c</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Template:Player_definition_c&amp;diff=21400"/>
		<updated>2022-10-17T21:18:51Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Player definition template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Functions:&lt;br /&gt;
**[[Player::addArmourTo|Player.addArmourTo]]&lt;br /&gt;
**[[Player::addVehicleSubtaskAttackCoord|Player.addVehicleSubtaskAttackCoord]]&lt;br /&gt;
**[[Player::addVehicleSubtaskAttack|Player.addVehicleSubtaskAttack]]&lt;br /&gt;
**[[Player::applyBloodByZone|Player.applyBloodByZone]]&lt;br /&gt;
**[[Player::applyBloodDamageByZone|Player.applyBloodDamageByZone]]&lt;br /&gt;
**[[Player::applyBloodSpecific|Player.applyBloodSpecific]]&lt;br /&gt;
**[[Player::applyBlood|Player.applyBlood]]&lt;br /&gt;
**[[Player::applyDamageDecal|Player.applyDamageDecal]]&lt;br /&gt;
**[[Player::applyDamagePack|Player.applyDamagePack]]&lt;br /&gt;
**[[Player::applyDamageTo|Player.applyDamageTo]]&lt;br /&gt;
**[[Player::call|Player.call]]&lt;br /&gt;
**[[Player::canInCombatSeeTarget|Player.canInCombatSeeTarget]]&lt;br /&gt;
**[[Player::canKnockOffVehicle|Player.canKnockOffVehicle]]&lt;br /&gt;
**[[Player::canRagdoll|Player.canRagdoll]]&lt;br /&gt;
**[[Player::clearAllProps|Player.clearAllProps]]&lt;br /&gt;
**[[Player::clearAlternateMovementAnim|Player.clearAlternateMovementAnim]]&lt;br /&gt;
**[[Player::clearBloodDamageByZone|Player.clearBloodDamageByZone]]&lt;br /&gt;
**[[Player::clearBloodDamage|Player.clearBloodDamage]]&lt;br /&gt;
**[[Player::clearDamageDecalByZone|Player.clearDamageDecalByZone]]&lt;br /&gt;
**[[Player::clearDecorations|Player.clearDecorations]]&lt;br /&gt;
**[[Player::clearDriveByClipsetOverride|Player.clearDriveByClipsetOverride]]&lt;br /&gt;
**[[Player::clearDrivebyTaskUnderneathDrivingTask|Player.clearDrivebyTaskUnderneathDrivingTask]]&lt;br /&gt;
**[[Player::clearFacialDecorations|Player.clearFacialDecorations]]&lt;br /&gt;
**[[Player::clearFacialIdleAnimOverride|Player.clearFacialIdleAnimOverride]]&lt;br /&gt;
**[[Player::clearLastDamageBone|Player.clearLastDamageBone]]&lt;br /&gt;
**[[Player::clearProp|Player.clearProp]]&lt;br /&gt;
**[[Player::clearSecondaryTask|Player.clearSecondaryTask]]&lt;br /&gt;
**[[Player::clearTasksImmediately|Player.clearTasksImmediately]]&lt;br /&gt;
**[[Player::clearTasks|Player.clearTasks]]&lt;br /&gt;
**[[Player::clearWetness|Player.clearWetness]]&lt;br /&gt;
**[[Player::cloneToTarget|Player.cloneToTarget]]&lt;br /&gt;
**[[Player::clone|Player.clone]]&lt;br /&gt;
**[[Player::controlMountedWeapon|Player.controlMountedWeapon]]&lt;br /&gt;
**[[Player::explodeHead|Player.explodeHead]]&lt;br /&gt;
**[[Player::forceMotionState|Player.forceMotionState]]&lt;br /&gt;
**[[Player::forceToOpenParachute|Player.forceToOpenParachute]]&lt;br /&gt;
**[[Player::getAccuracy|Player.getAccuracy]]&lt;br /&gt;
**[[Player::getAlertness|Player.getAlertness]]&lt;br /&gt;
**[[Player::getAmmoInClip|Player.getAmmoInClip]]&lt;br /&gt;
**[[Player::getArmour|Player.getArmour]]&lt;br /&gt;
**[[Player::getBoneCoords|Player.getBoneCoords]]&lt;br /&gt;
**[[Player::getBoneIndex|Player.getBoneIndex]]&lt;br /&gt;
**[[Player::getCauseOfDeath|Player.getCauseOfDeath]]&lt;br /&gt;
**[[Player::getCombatFloat|Player.getCombatFloat]]&lt;br /&gt;
**[[Player::getCombatMovement|Player.getCombatMovement]]&lt;br /&gt;
**[[Player::getCombatRange|Player.getCombatRange]]&lt;br /&gt;
**[[Player::getConfigFlag|Player.getConfigFlag]]&lt;br /&gt;
**[[Player::getDeadPickupCoords|Player.getDeadPickupCoords]]&lt;br /&gt;
**[[Player::getDecorationsState|Player.getDecorationsState]]&lt;br /&gt;
**[[Player::getDefensiveAreaPosition|Player.getDefensiveAreaPosition]]&lt;br /&gt;
**[[Player::getDesiredMoveBlendRatio|Player.getDesiredMoveBlendRatio]]&lt;br /&gt;
**[[Player::getDrawableVariation|Player.getDrawableVariation]]&lt;br /&gt;
**[[Player::getEnveffScale|Player.getEnveffScale]]&lt;br /&gt;
**[[Player::getExtractedDisplacement|Player.getExtractedDisplacement]]&lt;br /&gt;
**[[Player::getFloodInvincibility|Player.getFloodInvincibility]]&lt;br /&gt;
**[[Player::getGroupIndex|Player.getGroupIndex]]&lt;br /&gt;
**[[Player::getHeadBlendData|Player.getHeadBlendData]]&lt;br /&gt;
**[[Player::getHeadOverlayValue|Player.getHeadOverlayValue]]&lt;br /&gt;
**[[Player::getIsTaskActive|Player.getIsTaskActive]]&lt;br /&gt;
**[[Player::getJackTarget|Player.getJackTarget]]&lt;br /&gt;
**[[Player::getLastDamageBone|Player.getLastDamageBone]]&lt;br /&gt;
**[[Player::getMaxHealth|Player.getMaxHealth]]&lt;br /&gt;
**[[Player::getMeleeTargetFor|Player.getMeleeTargetFor]]&lt;br /&gt;
**[[Player::getMoney|Player.getMoney]]&lt;br /&gt;
**[[Player::getMount|Player.getMount]]&lt;br /&gt;
**[[Player::getNavmeshRouteDistanceRemaining|Player.getNavmeshRouteDistanceRemaining]]&lt;br /&gt;
**[[Player::getNearbyPeds|Player.getNearbyPeds]]&lt;br /&gt;
**[[Player::getNearbyVehicles|Player.getNearbyVehicles]]&lt;br /&gt;
**[[Player::getNumberOfDrawableVariations|Player.getNumberOfDrawableVariations]]&lt;br /&gt;
**[[Player::getNumberOfPropDrawableVariations|Player.getNumberOfPropDrawableVariations]]&lt;br /&gt;
**[[Player::getNumberOfPropTextureVariations|Player.getNumberOfPropTextureVariations]]&lt;br /&gt;
**[[Player::getNumberOfTextureVariations|Player.getNumberOfTextureVariations]]&lt;br /&gt;
**[[Player::getPaletteVariation|Player.getPaletteVariation]]&lt;br /&gt;
**[[Player::getParachuteLandingType|Player.getParachuteLandingType]]&lt;br /&gt;
**[[Player::getParachuteState|Player.getParachuteState]]&lt;br /&gt;
**[[Player::getParachuteTintIndex|Player.getParachuteTintIndex]]&lt;br /&gt;
**[[Player::getPhoneGestureAnimCurrentTime|Player.getPhoneGestureAnimCurrentTime]]&lt;br /&gt;
**[[Player::getPhoneGestureAnimTotalTime|Player.getPhoneGestureAnimTotalTime]]&lt;br /&gt;
**[[Player::getPlayerIsFollowing|Player.getPlayerIsFollowing]]&lt;br /&gt;
**[[Player::getPropIndex|Player.getPropIndex]]&lt;br /&gt;
**[[Player::getPropTextureIndex|Player.getPropTextureIndex]]&lt;br /&gt;
**[[Player::getRagdollBoneIndex|Player.getRagdollBoneIndex]]&lt;br /&gt;
**[[Player::getRelationshipBetweens|Player.getRelationshipBetweens]]&lt;br /&gt;
**[[Player::getRelationshipGroupDefaultHash|Player.getRelationshipGroupDefaultHash]]&lt;br /&gt;
**[[Player::getRelationshipGroupHash|Player.getRelationshipGroupHash]]&lt;br /&gt;
**[[Player::getResetFlag|Player.getResetFlag]]&lt;br /&gt;
**[[Player::getScriptTaskStatus|Player.getScriptTaskStatus]]&lt;br /&gt;
**[[Player::getSeatIsTryingToEnter|Player.getSeatIsTryingToEnter]]&lt;br /&gt;
**[[Player::getSequenceProgress|Player.getSequenceProgress]]&lt;br /&gt;
**[[Player::getSourceOfDeath|Player.getSourceOfDeath]]&lt;br /&gt;
**[[Player::getStealthMovement|Player.getStealthMovement]]&lt;br /&gt;
**[[Player::getTextureVariation|Player.getTextureVariation]]&lt;br /&gt;
**[[Player::getTimeOfDeath|Player.getTimeOfDeath]]&lt;br /&gt;
**[[Player::getType|Player.getType]]&lt;br /&gt;
**[[Player::getVehicleIsIn|Player.getVehicleIsIn]]&lt;br /&gt;
**[[Player::getVehicleIsTryingToEnter|Player.getVehicleIsTryingToEnter]]&lt;br /&gt;
**[[Player::getVehicleIsUsing|Player.getVehicleIsUsing]]&lt;br /&gt;
**[[Player::getsJacker|Player.getsJacker]]&lt;br /&gt;
**[[Player::giveHelmet|Player.giveHelmet]]&lt;br /&gt;
**[[Player::giveNmMessage|Player.giveNmMessage]]&lt;br /&gt;
**[[Player::hasHeadBlendFinished|Player.hasHeadBlendFinished]]&lt;br /&gt;
**[[Player::hasUseScenarioTask|Player.hasUseScenarioTask]]&lt;br /&gt;
**[[Player::hideBloodDamageByZone|Player.hideBloodDamageByZone]]&lt;br /&gt;
**[[Player::isAPlayer|Player.isAPlayer]]&lt;br /&gt;
**[[Player::isActiveInScenario|Player.isActiveInScenario]]&lt;br /&gt;
**[[Player::isAimingFromCover|Player.isAimingFromCover]]&lt;br /&gt;
**[[Player::isBeingArrested|Player.isBeingArrested]]&lt;br /&gt;
**[[Player::isBeingJacked|Player.isBeingJacked]]&lt;br /&gt;
**[[Player::isBeingStealthKilled|Player.isBeingStealthKilled]]&lt;br /&gt;
**[[Player::isBeingStunned|Player.isBeingStunned]]&lt;br /&gt;
**[[Player::isClimbing|Player.isClimbing]]&lt;br /&gt;
**[[Player::isComponentVariationValid|Player.isComponentVariationValid]]&lt;br /&gt;
**[[Player::isConversationDead|Player.isConversationDead]]&lt;br /&gt;
**[[Player::isCuffed|Player.isCuffed]]&lt;br /&gt;
**[[Player::isDeadOrDying|Player.isDeadOrDying]]&lt;br /&gt;
**[[Player::isDiving|Player.isDiving]]&lt;br /&gt;
**[[Player::isDoingDriveby|Player.isDoingDriveby]]&lt;br /&gt;
**[[Player::isDrivebyTaskUnderneathDrivingTask|Player.isDrivebyTaskUnderneathDrivingTask]]&lt;br /&gt;
**[[Player::isDucking|Player.isDucking]]&lt;br /&gt;
**[[Player::isEvasiveDiving|Player.isEvasiveDiving]]&lt;br /&gt;
**[[Player::isFacingPed|Player.isFacingPed]]&lt;br /&gt;
**[[Player::isFalling|Player.isFalling]]&lt;br /&gt;
**[[Player::isFatallyInjured|Player.isFatallyInjured]]&lt;br /&gt;
**[[Player::isFleeing|Player.isFleeing]]&lt;br /&gt;
**[[Player::isGettingIntoAVehicle|Player.isGettingIntoAVehicle]]&lt;br /&gt;
**[[Player::isGettingUp|Player.isGettingUp]]&lt;br /&gt;
**[[Player::isGoingIntoCover|Player.isGoingIntoCover]]&lt;br /&gt;
**[[Player::isGroupMember|Player.isGroupMember]]&lt;br /&gt;
**[[Player::isHangingOnToVehicle|Player.isHangingOnToVehicle]]&lt;br /&gt;
**[[Player::isHeadtrackingPed|Player.isHeadtrackingPed]]&lt;br /&gt;
**[[Player::isHeadtracking|Player.isHeadtracking]]&lt;br /&gt;
**[[Player::isHuman|Player.isHuman]]&lt;br /&gt;
**[[Player::isHurt|Player.isHurt]]&lt;br /&gt;
**[[Player::isInAnyBoat|Player.isInAnyBoat]]&lt;br /&gt;
**[[Player::isInAnyHeli|Player.isInAnyHeli]]&lt;br /&gt;
**[[Player::isInAnyPlane|Player.isInAnyPlane]]&lt;br /&gt;
**[[Player::isInAnyPoliceVehicle|Player.isInAnyPoliceVehicle]]&lt;br /&gt;
**[[Player::isInAnySub|Player.isInAnySub]]&lt;br /&gt;
**[[Player::isInAnyTaxi|Player.isInAnyTaxi]]&lt;br /&gt;
**[[Player::isInAnyTrain|Player.isInAnyTrain]]&lt;br /&gt;
**[[Player::isInAnyVehicle|Player.isInAnyVehicle]]&lt;br /&gt;
**[[Player::isInCombat|Player.isInCombat]]&lt;br /&gt;
**[[Player::isInCoverFacingLeft|Player.isInCoverFacingLeft]]&lt;br /&gt;
**[[Player::isInCover|Player.isInCover]]&lt;br /&gt;
**[[Player::isInFlyingVehicle|Player.isInFlyingVehicle]]&lt;br /&gt;
**[[Player::isInGroup|Player.isInGroup]]&lt;br /&gt;
**[[Player::isInMeleeCombat|Player.isInMeleeCombat]]&lt;br /&gt;
**[[Player::isInModel|Player.isInModel]]&lt;br /&gt;
**[[Player::isInParachuteFreeFall|Player.isInParachuteFreeFall]]&lt;br /&gt;
**[[Player::isInVehicle|Player.isInVehicle]]&lt;br /&gt;
**[[Player::isInWrithe|Player.isInWrithe]]&lt;br /&gt;
**[[Player::isInjured|Player.isInjured]]&lt;br /&gt;
**[[Player::isJacking|Player.isJacking]]&lt;br /&gt;
**[[Player::isJumpingOutOfVehicle|Player.isJumpingOutOfVehicle]]&lt;br /&gt;
**[[Player::isJumping|Player.isJumping]]&lt;br /&gt;
**[[Player::isMale|Player.isMale]]&lt;br /&gt;
**[[Player::isModel|Player.isModel]]&lt;br /&gt;
**[[Player::isMountedWeaponTaskUnderneathDrivingTask|Player.isMountedWeaponTaskUnderneathDrivingTask]]&lt;br /&gt;
**[[Player::isMoveBlendRatioRunning|Player.isMoveBlendRatioRunning]]&lt;br /&gt;
**[[Player::isMoveBlendRatioSprinting|Player.isMoveBlendRatioSprinting]]&lt;br /&gt;
**[[Player::isMoveBlendRatioStill|Player.isMoveBlendRatioStill]]&lt;br /&gt;
**[[Player::isMoveBlendRatioWalking|Player.isMoveBlendRatioWalking]]&lt;br /&gt;
**[[Player::isOnAnyBike|Player.isOnAnyBike]]&lt;br /&gt;
**[[Player::isOnFoot|Player.isOnFoot]]&lt;br /&gt;
**[[Player::isOnMount|Player.isOnMount]]&lt;br /&gt;
**[[Player::isOnSpecificVehicle|Player.isOnSpecificVehicle]]&lt;br /&gt;
**[[Player::isOnVehicle|Player.isOnVehicle]]&lt;br /&gt;
**[[Player::isPerformingStealthKill|Player.isPerformingStealthKill]]&lt;br /&gt;
**[[Player::isPlantingBomb|Player.isPlantingBomb]]&lt;br /&gt;
**[[Player::isPlayingPhoneGestureAnim|Player.isPlayingPhoneGestureAnim]]&lt;br /&gt;
**[[Player::isProne|Player.isProne]]&lt;br /&gt;
**[[Player::isPropValid|Player.isPropValid]]&lt;br /&gt;
**[[Player::isRagdoll|Player.isRagdoll]]&lt;br /&gt;
**[[Player::isReloading|Player.isReloading]]&lt;br /&gt;
**[[Player::isRunningArrestTask|Player.isRunningArrestTask]]&lt;br /&gt;
**[[Player::isRunningMobilePhoneTask|Player.isRunningMobilePhoneTask]]&lt;br /&gt;
**[[Player::isRunningRagdollTask|Player.isRunningRagdollTask]]&lt;br /&gt;
**[[Player::isRunning|Player.isRunning]]&lt;br /&gt;
**[[Player::isScriptedScenarioUsingConditionalAnim|Player.isScriptedScenarioUsingConditionalAnim]]&lt;br /&gt;
**[[Player::isShootingInArea|Player.isShootingInArea]]&lt;br /&gt;
**[[Player::isShooting|Player.isShooting]]&lt;br /&gt;
**[[Player::isSittingInAnyVehicle|Player.isSittingInAnyVehicle]]&lt;br /&gt;
**[[Player::isSittingInVehicle|Player.isSittingInVehicle]]&lt;br /&gt;
**[[Player::isSprinting|Player.isSprinting]]&lt;br /&gt;
**[[Player::isStill|Player.isStill]]&lt;br /&gt;
**[[Player::isStopped|Player.isStopped]]&lt;br /&gt;
**[[Player::isStrafing|Player.isStrafing]]&lt;br /&gt;
**[[Player::isSwimmingUnderWater|Player.isSwimmingUnderWater]]&lt;br /&gt;
**[[Player::isSwimming|Player.isSwimming]]&lt;br /&gt;
**[[Player::isTrackedVisible|Player.isTrackedVisible]]&lt;br /&gt;
**[[Player::isTracked|Player.isTracked]]&lt;br /&gt;
**[[Player::isTryingToEnterALockedVehicle|Player.isTryingToEnterALockedVehicle]]&lt;br /&gt;
**[[Player::isUsingActionMode|Player.isUsingActionMode]]&lt;br /&gt;
**[[Player::isUsingAnyScenario|Player.isUsingAnyScenario]]&lt;br /&gt;
**[[Player::isUsingScenario|Player.isUsingScenario]]&lt;br /&gt;
**[[Player::isVaulting|Player.isVaulting]]&lt;br /&gt;
**[[Player::isWalking|Player.isWalking]]&lt;br /&gt;
**[[Player::isWearingHelmet|Player.isWearingHelmet]]&lt;br /&gt;
**[[Player::knockOffProp|Player.knockOffProp]]&lt;br /&gt;
**[[Player::knockOffVehicle|Player.knockOffVehicle]]&lt;br /&gt;
**[[Player::playAnimOnRunningScenario|Player.playAnimOnRunningScenario]]&lt;br /&gt;
**[[Player::playFacialAnim|Player.playFacialAnim]]&lt;br /&gt;
**[[Player::registerHatedTargetsAround|Player.registerHatedTargetsAround]]&lt;br /&gt;
**[[Player::registerTarget|Player.registerTarget]]&lt;br /&gt;
**[[Player::registerheadshot|Player.registerheadshot]]&lt;br /&gt;
**[[Player::removeDefensiveArea|Player.removeDefensiveArea]]&lt;br /&gt;
**[[Player::removeFromGroup|Player.removeFromGroup]]&lt;br /&gt;
**[[Player::removeHelmet|Player.removeHelmet]]&lt;br /&gt;
**[[Player::removePreferredCoverSet|Player.removePreferredCoverSet]]&lt;br /&gt;
**[[Player::removeVoiceFx|Player.removeVoiceFx]]&lt;br /&gt;
**[[Player::resetInVehicleContext|Player.resetInVehicleContext]]&lt;br /&gt;
**[[Player::resetLastVehicle|Player.resetLastVehicle]]&lt;br /&gt;
**[[Player::resetMovementClipset|Player.resetMovementClipset]]&lt;br /&gt;
**[[Player::resetRagdollTimer|Player.resetRagdollTimer]]&lt;br /&gt;
**[[Player::resetStrafeClipset|Player.resetStrafeClipset]]&lt;br /&gt;
**[[Player::resetVisibleDamage|Player.resetVisibleDamage]]&lt;br /&gt;
**[[Player::resetVoiceFx|Player.resetVoiceFx]]&lt;br /&gt;
**[[Player::resetWeaponMovementClipset|Player.resetWeaponMovementClipset]]&lt;br /&gt;
**[[Player::resurrect|Player.resurrect]]&lt;br /&gt;
**[[Player::reviveInjured|Player.reviveInjured]]&lt;br /&gt;
**[[Player::setAccuracy|Player.setAccuracy]]&lt;br /&gt;
**[[Player::setAlertness|Player.setAlertness]]&lt;br /&gt;
**[[Player::setAllowVehiclesOverride|Player.setAllowVehiclesOverride]]&lt;br /&gt;
**[[Player::setAllowedToDuck|Player.setAllowedToDuck]]&lt;br /&gt;
**[[Player::setAlternateMovementAnim|Player.setAlternateMovementAnim]]&lt;br /&gt;
**[[Player::setAmmoInClip|Player.setAmmoInClip]]&lt;br /&gt;
**[[Player::setAngledDefensiveArea|Player.setAngledDefensiveArea]]&lt;br /&gt;
**[[Player::setArmour|Player.setArmour]]&lt;br /&gt;
**[[Player::setAsCop|Player.setAsCop]]&lt;br /&gt;
**[[Player::setAsEnemy|Player.setAsEnemy]]&lt;br /&gt;
**[[Player::setAsGroupLeader|Player.setAsGroupLeader]]&lt;br /&gt;
**[[Player::setAsGroupMember|Player.setAsGroupMember]]&lt;br /&gt;
**[[Player::setBlendFromParents|Player.setBlendFromParents]]&lt;br /&gt;
**[[Player::setBlockingOfNonTemporaryEvents|Player.setBlockingOfNonTemporaryEvents]]&lt;br /&gt;
**[[Player::setBoundsOrientation|Player.setBoundsOrientation]]&lt;br /&gt;
**[[Player::setCanArmIk|Player.setCanArmIk]]&lt;br /&gt;
**[[Player::setCanAttackFriendly|Player.setCanAttackFriendly]]&lt;br /&gt;
**[[Player::setCanBeDraggedOut|Player.setCanBeDraggedOut]]&lt;br /&gt;
**[[Player::setCanBeKnockedOffVehicle|Player.setCanBeKnockedOffVehicle]]&lt;br /&gt;
**[[Player::setCanBeShotInVehicle|Player.setCanBeShotInVehicle]]&lt;br /&gt;
**[[Player::setCanBeTargetedWhenInjured|Player.setCanBeTargetedWhenInjured]]&lt;br /&gt;
**[[Player::setCanBeTargetedWithoutLos|Player.setCanBeTargetedWithoutLos]]&lt;br /&gt;
**[[Player::setCanBeTargettedByPlayer|Player.setCanBeTargettedByPlayer]]&lt;br /&gt;
**[[Player::setCanBeTargettedByTeam|Player.setCanBeTargettedByTeam]]&lt;br /&gt;
**[[Player::setCanBeTargetted|Player.setCanBeTargetted]]&lt;br /&gt;
**[[Player::setCanCowerInCover|Player.setCanCowerInCover]]&lt;br /&gt;
**[[Player::setCanEvasiveDive|Player.setCanEvasiveDive]]&lt;br /&gt;
**[[Player::setCanHeadIk|Player.setCanHeadIk]]&lt;br /&gt;
**[[Player::setCanLegIk|Player.setCanLegIk]]&lt;br /&gt;
**[[Player::setCanPeekInCover|Player.setCanPeekInCover]]&lt;br /&gt;
**[[Player::setCanPlayAmbientAnims|Player.setCanPlayAmbientAnims]]&lt;br /&gt;
**[[Player::setCanPlayAmbientBaseAnims|Player.setCanPlayAmbientBaseAnims]]&lt;br /&gt;
**[[Player::setCanPlayGestureAnims|Player.setCanPlayGestureAnims]]&lt;br /&gt;
**[[Player::setCanPlayVisemeAnims|Player.setCanPlayVisemeAnims]]&lt;br /&gt;
**[[Player::setCanRagdollFromPlayerImpact|Player.setCanRagdollFromPlayerImpact]]&lt;br /&gt;
**[[Player::setCanRagdoll|Player.setCanRagdoll]]&lt;br /&gt;
**[[Player::setCanSmashGlass|Player.setCanSmashGlass]]&lt;br /&gt;
**[[Player::setCanSwitchWeapon|Player.setCanSwitchWeapon]]&lt;br /&gt;
**[[Player::setCanTeleportToGroupLeader|Player.setCanTeleportToGroupLeader]]&lt;br /&gt;
**[[Player::setCanTorsoIk|Player.setCanTorsoIk]]&lt;br /&gt;
**[[Player::setCanUseAutoConversationLookat|Player.setCanUseAutoConversationLookat]]&lt;br /&gt;
**[[Player::setCapsule|Player.setCapsule]]&lt;br /&gt;
**[[Player::setCombatAbility|Player.setCombatAbility]]&lt;br /&gt;
**[[Player::setCombatAttributes|Player.setCombatAttributes]]&lt;br /&gt;
**[[Player::setCombatFloat|Player.setCombatFloat]]&lt;br /&gt;
**[[Player::setCombatMovement|Player.setCombatMovement]]&lt;br /&gt;
**[[Player::setCombatRange|Player.setCombatRange]]&lt;br /&gt;
**[[Player::setComponentVariation|Player.setComponentVariation]]&lt;br /&gt;
**[[Player::setConfigFlag|Player.setConfigFlag]]&lt;br /&gt;
**[[Player::setCoordsKeepVehicle|Player.setCoordsKeepVehicle]]&lt;br /&gt;
**[[Player::setCoordsNoGang|Player.setCoordsNoGang]]&lt;br /&gt;
**[[Player::setCowerHash|Player.setCowerHash]]&lt;br /&gt;
**[[Player::setDecoration|Player.setDecoration]]&lt;br /&gt;
**[[Player::setDefaultComponentVariation|Player.setDefaultComponentVariation]]&lt;br /&gt;
**[[Player::setDefensiveAreaAttachedToPed|Player.setDefensiveAreaAttachedToPed]]&lt;br /&gt;
**[[Player::setDefensiveAreaDirection|Player.setDefensiveAreaDirection]]&lt;br /&gt;
**[[Player::setDefensiveSphereAttachedToPed|Player.setDefensiveSphereAttachedToPed]]&lt;br /&gt;
**[[Player::setDesiredHeading|Player.setDesiredHeading]]&lt;br /&gt;
**[[Player::setDesiredMoveBlendRatio|Player.setDesiredMoveBlendRatio]]&lt;br /&gt;
**[[Player::setDiesInSinkingVehicle|Player.setDiesInSinkingVehicle]]&lt;br /&gt;
**[[Player::setDiesInVehicle|Player.setDiesInVehicle]]&lt;br /&gt;
**[[Player::setDiesInWater|Player.setDiesInWater]]&lt;br /&gt;
**[[Player::setDiesInstantlyInWater|Player.setDiesInstantlyInWater]]&lt;br /&gt;
**[[Player::setDiesWhenInjured|Player.setDiesWhenInjured]]&lt;br /&gt;
**[[Player::setDriveByClipsetOverride|Player.setDriveByClipsetOverride]]&lt;br /&gt;
**[[Player::setDriveTaskCruiseSpeed|Player.setDriveTaskCruiseSpeed]]&lt;br /&gt;
**[[Player::setDriveTaskDrivingStyle|Player.setDriveTaskDrivingStyle]]&lt;br /&gt;
**[[Player::setDriverAbility|Player.setDriverAbility]]&lt;br /&gt;
**[[Player::setDriverAggressiveness|Player.setDriverAggressiveness]]&lt;br /&gt;
**[[Player::setDucking|Player.setDucking]]&lt;br /&gt;
**[[Player::setEnableBoundAnkles|Player.setEnableBoundAnkles]]&lt;br /&gt;
**[[Player::setEnableEnveffScale|Player.setEnableEnveffScale]]&lt;br /&gt;
**[[Player::setEnableHandcuffs|Player.setEnableHandcuffs]]&lt;br /&gt;
**[[Player::setEnableScuba|Player.setEnableScuba]]&lt;br /&gt;
**[[Player::setEnableWeaponBlocking|Player.setEnableWeaponBlocking]]&lt;br /&gt;
**[[Player::setEnveffScale|Player.setEnveffScale]]&lt;br /&gt;
**[[Player::setExclusivePhoneRelationships|Player.setExclusivePhoneRelationships]]&lt;br /&gt;
**[[Player::setEyeColor|Player.setEyeColor]]&lt;br /&gt;
**[[Player::setFaceFeature|Player.setFaceFeature]]&lt;br /&gt;
**[[Player::setFacialDecoration|Player.setFacialDecoration]]&lt;br /&gt;
**[[Player::setFacialIdleAnimOverride|Player.setFacialIdleAnimOverride]]&lt;br /&gt;
**[[Player::setFiringPattern|Player.setFiringPattern]]&lt;br /&gt;
**[[Player::setFleeAttributes|Player.setFleeAttributes]]&lt;br /&gt;
**[[Player::setGeneratesDeadBodyEvents|Player.setGeneratesDeadBodyEvents]]&lt;br /&gt;
**[[Player::setGestureGroup|Player.setGestureGroup]]&lt;br /&gt;
**[[Player::setGetOutUpsideDownVehicle|Player.setGetOutUpsideDownVehicle]]&lt;br /&gt;
**[[Player::setGravity|Player.setGravity]]&lt;br /&gt;
**[[Player::setGroupMemberPassengerIndex|Player.setGroupMemberPassengerIndex]]&lt;br /&gt;
**[[Player::setHairColor|Player.setHairColor]]&lt;br /&gt;
**[[Player::setHeadBlendData|Player.setHeadBlendData]]&lt;br /&gt;
**[[Player::setHeadOverlayColor|Player.setHeadOverlayColor]]&lt;br /&gt;
**[[Player::setHeadOverlay|Player.setHeadOverlay]]&lt;br /&gt;
**[[Player::setHearingRange|Player.setHearingRange]]&lt;br /&gt;
**[[Player::setHelmetFlag|Player.setHelmetFlag]]&lt;br /&gt;
**[[Player::setHelmetPropIndex|Player.setHelmetPropIndex]]&lt;br /&gt;
**[[Player::setHelmetTextureIndex|Player.setHelmetTextureIndex]]&lt;br /&gt;
**[[Player::setHelmet|Player.setHelmet]]&lt;br /&gt;
**[[Player::setHighFallTask|Player.setHighFallTask]]&lt;br /&gt;
**[[Player::setIdRange|Player.setIdRange]]&lt;br /&gt;
**[[Player::setIkTarget|Player.setIkTarget]]&lt;br /&gt;
**[[Player::setInVehicleContext|Player.setInVehicleContext]]&lt;br /&gt;
**[[Player::setIntoVehicle|Player.setIntoVehicle]]&lt;br /&gt;
**[[Player::setKeepTask|Player.setKeepTask]]&lt;br /&gt;
**[[Player::setLegIkMode|Player.setLegIkMode]]&lt;br /&gt;
**[[Player::setLodMultiplier|Player.setLodMultiplier]]&lt;br /&gt;
**[[Player::setMaxHealth|Player.setMaxHealth]]&lt;br /&gt;
**[[Player::setMaxMoveBlendRatio|Player.setMaxMoveBlendRatio]]&lt;br /&gt;
**[[Player::setMaxTimeInWater|Player.setMaxTimeInWater]]&lt;br /&gt;
**[[Player::setMaxTimeUnderwater|Player.setMaxTimeUnderwater]]&lt;br /&gt;
**[[Player::setMinGroundTimeForStungun|Player.setMinGroundTimeForStungun]]&lt;br /&gt;
**[[Player::setMinMoveBlendRatio|Player.setMinMoveBlendRatio]]&lt;br /&gt;
**[[Player::setModelIsSuppressed|Player.setModelIsSuppressed]]&lt;br /&gt;
**[[Player::setMoney|Player.setMoney]]&lt;br /&gt;
**[[Player::setMotionBlur|Player.setMotionBlur]]&lt;br /&gt;
**[[Player::setMountedWeaponTarget|Player.setMountedWeaponTarget]]&lt;br /&gt;
**[[Player::setMoveAnimsBlendOut|Player.setMoveAnimsBlendOut]]&lt;br /&gt;
**[[Player::setMoveRateOverride|Player.setMoveRateOverride]]&lt;br /&gt;
**[[Player::setMovementClipset|Player.setMovementClipset]]&lt;br /&gt;
**[[Player::setNameDebug|Player.setNameDebug]]&lt;br /&gt;
**[[Player::setNeverLeavesGroup|Player.setNeverLeavesGroup]]&lt;br /&gt;
**[[Player::setParachuteTaskTarget|Player.setParachuteTaskTarget]]&lt;br /&gt;
**[[Player::setParachuteTaskThrust|Player.setParachuteTaskThrust]]&lt;br /&gt;
**[[Player::setParachuteTintIndex|Player.setParachuteTintIndex]]&lt;br /&gt;
**[[Player::setPathAvoidFire|Player.setPathAvoidFire]]&lt;br /&gt;
**[[Player::setPathCanDropFromHeight|Player.setPathCanDropFromHeight]]&lt;br /&gt;
**[[Player::setPathCanUseClimbovers|Player.setPathCanUseClimbovers]]&lt;br /&gt;
**[[Player::setPathCanUseLadders|Player.setPathCanUseLadders]]&lt;br /&gt;
**[[Player::setPathPreferToAvoidWater|Player.setPathPreferToAvoidWater]]&lt;br /&gt;
**[[Player::setPathsWidthPlant|Player.setPathsWidthPlant]]&lt;br /&gt;
**[[Player::setPinnedDown|Player.setPinnedDown]]&lt;br /&gt;
**[[Player::setPlaysHeadOnHornAnimWhenDiesInVehicle|Player.setPlaysHeadOnHornAnimWhenDiesInVehicle]]&lt;br /&gt;
**[[Player::setPreferredCoverSet|Player.setPreferredCoverSet]]&lt;br /&gt;
**[[Player::setPrimaryLookat|Player.setPrimaryLookat]]&lt;br /&gt;
**[[Player::setPropIndex|Player.setPropIndex]]&lt;br /&gt;
**[[Player::setRagdollFlag|Player.setRagdollFlag]]&lt;br /&gt;
**[[Player::setRagdollForceFall|Player.setRagdollForceFall]]&lt;br /&gt;
**[[Player::setRagdollOnCollision|Player.setRagdollOnCollision]]&lt;br /&gt;
**[[Player::setRandomComponentVariation|Player.setRandomComponentVariation]]&lt;br /&gt;
**[[Player::setRandomProps|Player.setRandomProps]]&lt;br /&gt;
**[[Player::setRelationshipGroupDefaultHash|Player.setRelationshipGroupDefaultHash]]&lt;br /&gt;
**[[Player::setRelationshipGroupHash|Player.setRelationshipGroupHash]]&lt;br /&gt;
**[[Player::setResetFlag|Player.setResetFlag]]&lt;br /&gt;
**[[Player::setResetRagdollFlag|Player.setResetRagdollFlag]]&lt;br /&gt;
**[[Player::setScriptedAnimSeatOffset|Player.setScriptedAnimSeatOffset]]&lt;br /&gt;
**[[Player::setSeeingRange|Player.setSeeingRange]]&lt;br /&gt;
**[[Player::setShootRate|Player.setShootRate]]&lt;br /&gt;
**[[Player::setShootsAtCoord|Player.setShootsAtCoord]]&lt;br /&gt;
**[[Player::setSphereDefensiveArea|Player.setSphereDefensiveArea]]&lt;br /&gt;
**[[Player::setStayInVehicleWhenJacked|Player.setStayInVehicleWhenJacked]]&lt;br /&gt;
**[[Player::setStealthMovement|Player.setStealthMovement]]&lt;br /&gt;
**[[Player::setSteersAroundObjects|Player.setSteersAroundObjects]]&lt;br /&gt;
**[[Player::setSteersAroundPeds|Player.setSteersAroundPeds]]&lt;br /&gt;
**[[Player::setSteersAroundVehicles|Player.setSteersAroundVehicles]]&lt;br /&gt;
**[[Player::setStrafeClipset|Player.setStrafeClipset]]&lt;br /&gt;
**[[Player::setSuffersCriticalHits|Player.setSuffersCriticalHits]]&lt;br /&gt;
**[[Player::setSweat|Player.setSweat]]&lt;br /&gt;
**[[Player::setTargetLossResponse|Player.setTargetLossResponse]]&lt;br /&gt;
**[[Player::setTaskVehicleChaseBehaviorFlag|Player.setTaskVehicleChaseBehaviorFlag]]&lt;br /&gt;
**[[Player::setTaskVehicleChaseIdealPursuitDistance|Player.setTaskVehicleChaseIdealPursuitDistance]]&lt;br /&gt;
**[[Player::setToInformRespectedFriends|Player.setToInformRespectedFriends]]&lt;br /&gt;
**[[Player::setToLoadCover|Player.setToLoadCover]]&lt;br /&gt;
**[[Player::setToRagdoll|Player.setToRagdoll]]&lt;br /&gt;
**[[Player::setUsingActionMode|Player.setUsingActionMode]]&lt;br /&gt;
**[[Player::setVisualFieldCenterAngle|Player.setVisualFieldCenterAngle]]&lt;br /&gt;
**[[Player::setVisualFieldMaxAngle|Player.setVisualFieldMaxAngle]]&lt;br /&gt;
**[[Player::setVisualFieldMaxElevationAngle|Player.setVisualFieldMaxElevationAngle]]&lt;br /&gt;
**[[Player::setVisualFieldMinAngle|Player.setVisualFieldMinAngle]]&lt;br /&gt;
**[[Player::setVisualFieldMinElevationAngle|Player.setVisualFieldMinElevationAngle]]&lt;br /&gt;
**[[Player::setVisualFieldPeripheralRange|Player.setVisualFieldPeripheralRange]]&lt;br /&gt;
**[[Player::setVoiceFx|Player.setVoiceFx]]&lt;br /&gt;
**[[Player::setVoiceFxBQF|Player.setVoiceFxBQF]]&lt;br /&gt;
**[[Player::setVoiceFxChorus|Player.setVoiceFxChorus]]&lt;br /&gt;
**[[Player::setVoiceFxCompressor|Player.setVoiceFxCompressor]]&lt;br /&gt;
**[[Player::setVoiceFxDistortion|Player.setVoiceFxDistortion]]&lt;br /&gt;
**[[Player::setVoiceFxEcho|Player.setVoiceFxEcho]]&lt;br /&gt;
**[[Player::setVoiceFxFlanger|Player.setVoiceFxFlanger]]&lt;br /&gt;
**[[Player::setVoiceFxGargle|Player.setVoiceFxGargle]]&lt;br /&gt;
**[[Player::setVoiceFxI3DL2Reverb|Player.setVoiceFxI3DL2Reverb]]&lt;br /&gt;
**[[Player::setVoiceFxParamEq|Player.setVoiceFxParamEq]]&lt;br /&gt;
**[[Player::setVoiceFxPeakEq|Player.setVoiceFxPeakEq]]&lt;br /&gt;
**[[Player::setVoiceFxReverb|Player.setVoiceFxReverb]]&lt;br /&gt;
**[[Player::setVoiceFxVolume|Player.setVoiceFxVolume]]&lt;br /&gt;
**[[Player::setWeaponMovementClipset|Player.setWeaponMovementClipset]]&lt;br /&gt;
**[[Player::setWetnessEnabledThisFrame|Player.setWetnessEnabledThisFrame]]&lt;br /&gt;
**[[Player::setWetnessHeight|Player.setWetnessHeight]]&lt;br /&gt;
**[[Player::stopAnimPlayback|Player.stopAnimPlayback]]&lt;br /&gt;
**[[Player::stopAnimTask|Player.stopAnimTask]]&lt;br /&gt;
**[[Player::stopWeaponFiringWhenDropped|Player.stopWeaponFiringWhenDropped]]&lt;br /&gt;
**[[Player::taskAchieveHeading|Player.taskAchieveHeading]]&lt;br /&gt;
**[[Player::taskAimGunAtCoord|Player.taskAimGunAtCoord]]&lt;br /&gt;
**[[Player::taskAimGunAt|Player.taskAimGunAt]]&lt;br /&gt;
**[[Player::taskAimGunScripted|Player.taskAimGunScripted]]&lt;br /&gt;
**[[Player::taskArrest|Player.taskArrest]]&lt;br /&gt;
**[[Player::taskBoatMission|Player.taskBoatMission]]&lt;br /&gt;
**[[Player::taskChatTo|Player.taskChatTo]]&lt;br /&gt;
**[[Player::taskClearLookAt|Player.taskClearLookAt]]&lt;br /&gt;
**[[Player::taskClimbLadder|Player.taskClimbLadder]]&lt;br /&gt;
**[[Player::taskClimb|Player.taskClimb]]&lt;br /&gt;
**[[Player::taskCombatHatedTargetsAround|Player.taskCombatHatedTargetsAround]]&lt;br /&gt;
**[[Player::taskCombatHatedTargetsInArea|Player.taskCombatHatedTargetsInArea]]&lt;br /&gt;
**[[Player::taskCombat|Player.taskCombat]]&lt;br /&gt;
**[[Player::taskCower|Player.taskCower]]&lt;br /&gt;
**[[Player::taskDriveBy|Player.taskDriveBy]]&lt;br /&gt;
**[[Player::taskEnterVehicle|Player.taskEnterVehicle]]&lt;br /&gt;
**[[Player::taskFollowNavMeshToCoordAdvanced|Player.taskFollowNavMeshToCoordAdvanced]]&lt;br /&gt;
**[[Player::taskFollowNavMeshToCoord|Player.taskFollowNavMeshToCoord]]&lt;br /&gt;
**[[Player::taskFollowPointRoute|Player.taskFollowPointRoute]]&lt;br /&gt;
**[[Player::taskFollowToOffsetOf|Player.taskFollowToOffsetOf]]&lt;br /&gt;
**[[Player::taskForceMotionState|Player.taskForceMotionState]]&lt;br /&gt;
**[[Player::taskGetOffBoat|Player.taskGetOffBoat]]&lt;br /&gt;
**[[Player::taskGoStraightToCoord|Player.taskGoStraightToCoord]]&lt;br /&gt;
**[[Player::taskGoToCoordAndAimAtHatedEntitiesNearCoord|Player.taskGoToCoordAndAimAtHatedEntitiesNearCoord]]&lt;br /&gt;
**[[Player::taskGoToCoordAnyMeansExtraParamsWithCruiseSpeed|Player.taskGoToCoordAnyMeansExtraParamsWithCruiseSpeed]]&lt;br /&gt;
**[[Player::taskGoToCoordAnyMeansExtraParams|Player.taskGoToCoordAnyMeansExtraParams]]&lt;br /&gt;
**[[Player::taskGoToCoordAnyMeans|Player.taskGoToCoordAnyMeans]]&lt;br /&gt;
**[[Player::taskGoToCoordWhileAimingAtCoord|Player.taskGoToCoordWhileAimingAtCoord]]&lt;br /&gt;
**[[Player::taskGoToWhileAimingAt|Player.taskGoToWhileAimingAt]]&lt;br /&gt;
**[[Player::taskGotoAiming|Player.taskGotoAiming]]&lt;br /&gt;
**[[Player::taskGotoOffset|Player.taskGotoOffset]]&lt;br /&gt;
**[[Player::taskGuardCurrentPosition|Player.taskGuardCurrentPosition]]&lt;br /&gt;
**[[Player::taskGuardSphereDefensiveArea|Player.taskGuardSphereDefensiveArea]]&lt;br /&gt;
**[[Player::taskHandsUp|Player.taskHandsUp]]&lt;br /&gt;
**[[Player::taskHeliChase|Player.taskHeliChase]]&lt;br /&gt;
**[[Player::taskHeliMission|Player.taskHeliMission]]&lt;br /&gt;
**[[Player::taskJump|Player.taskJump]]&lt;br /&gt;
**[[Player::taskLeaveAnyVehicle|Player.taskLeaveAnyVehicle]]&lt;br /&gt;
**[[Player::taskLeaveVehicle|Player.taskLeaveVehicle]]&lt;br /&gt;
**[[Player::taskLookAt|Player.taskLookAt]]&lt;br /&gt;
**[[Player::taskMoveNetworkAdvanced|Player.taskMoveNetworkAdvanced]]&lt;br /&gt;
**[[Player::taskMoveNetwork|Player.taskMoveNetwork]]&lt;br /&gt;
**[[Player::taskOpenVehicleDoor|Player.taskOpenVehicleDoor]]&lt;br /&gt;
**[[Player::taskParachuteToTarget|Player.taskParachuteToTarget]]&lt;br /&gt;
**[[Player::taskParachute|Player.taskParachute]]&lt;br /&gt;
**[[Player::taskPatrol|Player.taskPatrol]]&lt;br /&gt;
**[[Player::taskPause|Player.taskPause]]&lt;br /&gt;
**[[Player::taskPerformSequence|Player.taskPerformSequence]]&lt;br /&gt;
**[[Player::taskPlaneChase|Player.taskPlaneChase]]&lt;br /&gt;
**[[Player::taskPlaneLand|Player.taskPlaneLand]]&lt;br /&gt;
**[[Player::taskPlaneMission|Player.taskPlaneMission]]&lt;br /&gt;
**[[Player::taskPlantBomb|Player.taskPlantBomb]]&lt;br /&gt;
**[[Player::taskPlayAnimAdvanced|Player.taskPlayAnimAdvanced]]&lt;br /&gt;
**[[Player::taskPlayAnim|Player.taskPlayAnim]]&lt;br /&gt;
**[[Player::taskPlayPhoneGestureAnimation|Player.taskPlayPhoneGestureAnimation]]&lt;br /&gt;
**[[Player::taskPutDirectlyIntoCover|Player.taskPutDirectlyIntoCover]]&lt;br /&gt;
**[[Player::taskPutDirectlyIntoMelee|Player.taskPutDirectlyIntoMelee]]&lt;br /&gt;
**[[Player::taskRappelFromHeli|Player.taskRappelFromHeli]]&lt;br /&gt;
**[[Player::taskReactAndFlee|Player.taskReactAndFlee]]&lt;br /&gt;
**[[Player::taskReloadWeapon|Player.taskReloadWeapon]]&lt;br /&gt;
**[[Player::taskScriptedAnimation|Player.taskScriptedAnimation]]&lt;br /&gt;
**[[Player::taskSeekCoverFrom|Player.taskSeekCoverFrom]]&lt;br /&gt;
**[[Player::taskSeekCoverToCoords|Player.taskSeekCoverToCoords]]&lt;br /&gt;
**[[Player::taskSetBlockingOfNonTemporaryEvents|Player.taskSetBlockingOfNonTemporaryEvents]]&lt;br /&gt;
**[[Player::taskSetDecisionMaker|Player.taskSetDecisionMaker]]&lt;br /&gt;
**[[Player::taskShockingEventReact|Player.taskShockingEventReact]]&lt;br /&gt;
**[[Player::taskShootAtCoord|Player.taskShootAtCoord]]&lt;br /&gt;
**[[Player::taskShuffleToNextVehicleSeat|Player.taskShuffleToNextVehicleSeat]]&lt;br /&gt;
**[[Player::taskSkyDive|Player.taskSkyDive]]&lt;br /&gt;
**[[Player::taskSlideToCoordHdgRate|Player.taskSlideToCoordHdgRate]]&lt;br /&gt;
**[[Player::taskSlideToCoord|Player.taskSlideToCoord]]&lt;br /&gt;
**[[Player::taskSmartFleeCoord|Player.taskSmartFleeCoord]]&lt;br /&gt;
**[[Player::taskSmartFlee|Player.taskSmartFlee]]&lt;br /&gt;
**[[Player::taskStandGuard|Player.taskStandGuard]]&lt;br /&gt;
**[[Player::taskStandStill|Player.taskStandStill]]&lt;br /&gt;
**[[Player::taskStartScenarioAtPosition|Player.taskStartScenarioAtPosition]]&lt;br /&gt;
**[[Player::taskStartScenarioInPlace|Player.taskStartScenarioInPlace]]&lt;br /&gt;
**[[Player::taskStayInCover|Player.taskStayInCover]]&lt;br /&gt;
**[[Player::taskStealthKill|Player.taskStealthKill]]&lt;br /&gt;
**[[Player::taskStopPhoneGestureAnimation|Player.taskStopPhoneGestureAnimation]]&lt;br /&gt;
**[[Player::taskSwapWeapon|Player.taskSwapWeapon]]&lt;br /&gt;
**[[Player::taskSweepAim|Player.taskSweepAim]]&lt;br /&gt;
**[[Player::taskSynchronizedScene|Player.taskSynchronizedScene]]&lt;br /&gt;
**[[Player::taskTurnToFaceCoord|Player.taskTurnToFaceCoord]]&lt;br /&gt;
**[[Player::taskTurnToFace|Player.taskTurnToFace]]&lt;br /&gt;
**[[Player::taskUseMobilePhoneTimed|Player.taskUseMobilePhoneTimed]]&lt;br /&gt;
**[[Player::taskUseMobilePhone|Player.taskUseMobilePhone]]&lt;br /&gt;
**[[Player::taskUseNearestScenarioToCoordWarp|Player.taskUseNearestScenarioToCoordWarp]]&lt;br /&gt;
**[[Player::taskVehicleAimAt|Player.taskVehicleAimAt]]&lt;br /&gt;
**[[Player::taskVehicleChase|Player.taskVehicleChase]]&lt;br /&gt;
**[[Player::taskVehicleDriveToCoordLongrange|Player.taskVehicleDriveToCoordLongrange]]&lt;br /&gt;
**[[Player::taskVehicleDriveToCoord|Player.taskVehicleDriveToCoord]]&lt;br /&gt;
**[[Player::taskVehicleDriveWander|Player.taskVehicleDriveWander]]&lt;br /&gt;
**[[Player::taskVehicleEscort|Player.taskVehicleEscort]]&lt;br /&gt;
**[[Player::taskVehicleFollowWaypointRecording|Player.taskVehicleFollowWaypointRecording]]&lt;br /&gt;
**[[Player::taskVehicleFollow|Player.taskVehicleFollow]]&lt;br /&gt;
**[[Player::taskVehicleGotoNavmesh|Player.taskVehicleGotoNavmesh]]&lt;br /&gt;
**[[Player::taskVehicleHeliProtect|Player.taskVehicleHeliProtect]]&lt;br /&gt;
**[[Player::taskVehicleMissionCoorsTarget|Player.taskVehicleMissionCoorsTarget]]&lt;br /&gt;
**[[Player::taskVehicleMissionTarget|Player.taskVehicleMissionTarget]]&lt;br /&gt;
**[[Player::taskVehiclePark|Player.taskVehiclePark]]&lt;br /&gt;
**[[Player::taskVehicleShootAt|Player.taskVehicleShootAt]]&lt;br /&gt;
**[[Player::taskVehicleTempAction|Player.taskVehicleTempAction]]&lt;br /&gt;
**[[Player::taskWanderInArea|Player.taskWanderInArea]]&lt;br /&gt;
**[[Player::taskWanderStandard|Player.taskWanderStandard]]&lt;br /&gt;
**[[Player::taskWarpIntoVehicle|Player.taskWarpIntoVehicle]]&lt;br /&gt;
**[[Player::taskWrithe|Player.taskWrithe]]&lt;br /&gt;
**[[Player::uncuff|Player.uncuff]]&lt;br /&gt;
**[[Player::unregisterheadshot|Player.unregisterheadshot]]&lt;br /&gt;
**[[Player::updateHeadBlendData|Player.updateHeadBlendData]]&lt;br /&gt;
**[[Player::updateTaskAimGunScriptedTarget|Player.updateTaskAimGunScriptedTarget]]&lt;br /&gt;
**[[Player::updateTaskHandsUpDuration|Player.updateTaskHandsUpDuration]]&lt;br /&gt;
**[[Player::updateTaskSweepAim|Player.updateTaskSweepAim]]&lt;br /&gt;
**[[Player::wasKilledByStealth|Player.wasKilledByStealth]]&lt;br /&gt;
**[[Player::wasKilledByTakedown|Player.wasKilledByTakedown]]&lt;br /&gt;
**[[Player::wasSkeletonUpdated|Player.wasSkeletonUpdated]]&lt;br /&gt;
*Properties:&lt;br /&gt;
**[[Players::isTypingInTextChat]]&lt;br /&gt;
**[[Players::local]]&lt;br /&gt;
**[[Player::name]]&lt;br /&gt;
**[[Player::vehicle]]&lt;br /&gt;
**[[Entity::handle]]&lt;br /&gt;
**[[Entity::id]]&lt;br /&gt;
**[[Entity::model]]&lt;br /&gt;
**[[Entity::position]]&lt;br /&gt;
**[[Player::voiceVolume]]&lt;br /&gt;
**[[Player::voiceAutoVolume]]&lt;br /&gt;
**[[Player::voice3d]]&lt;br /&gt;
**[[Player::isPlayerTalking]]&lt;br /&gt;
**[[Player::p2pEnabled]]&lt;br /&gt;
**[[Player::p2pConnected]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21399</id>
		<title>Player::setVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21399"/>
		<updated>2022-10-17T19:48:48Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: fix lib name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sets an effect on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFx(fxType, priority);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxType:&#039;&#039;&#039; {{RageType|int}} One of the following types of effect (see BASSFXType)&lt;br /&gt;
*&#039;&#039;&#039;priority:&#039;&#039;&#039; {{RageType|int}} The priority of the new FX, which determines it&#039;s position in the DSP chain - DSP/FX with higher priority are applied before those with lower. This parameter has no effect with DX8 effects when the &amp;quot;with FX flag&amp;quot; DX8 effect implementation is used.&lt;br /&gt;
&lt;br /&gt;
==BASSFXType==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXType = {&lt;br /&gt;
    BASS_FX_DX8_CHORUS: 0,&lt;br /&gt;
    BASS_FX_DX8_COMPRESSOR: 1,&lt;br /&gt;
    BASS_FX_DX8_DISTORTION: 2,&lt;br /&gt;
    BASS_FX_DX8_ECHO: 3,&lt;br /&gt;
    BASS_FX_DX8_FLANGER: 4,&lt;br /&gt;
    BASS_FX_DX8_GARGLE: 5,&lt;br /&gt;
    BASS_FX_DX8_I3DL2REVERB: 6,&lt;br /&gt;
    BASS_FX_DX8_PARAMEQ: 7,&lt;br /&gt;
    BASS_FX_DX8_REVERB: 8,&lt;br /&gt;
    BASS_FX_VOLUME: 9,&lt;br /&gt;
&lt;br /&gt;
    // bass_fx.dll&lt;br /&gt;
    BASS_FX_BFX_PEAKEQ: 65540,&lt;br /&gt;
    BASS_FX_BFX_BQF: 65555&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Simple walkie talkie (radio) effect&lt;br /&gt;
const bassBfxBqfLowpass = 0;&lt;br /&gt;
const bassBfxBqfHighpass = 1;&lt;br /&gt;
const bassBfxChannelAll = -1;&lt;br /&gt;
&lt;br /&gt;
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0);&lt;br /&gt;
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0);&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfHighpass,&lt;br /&gt;
    fCenter: 900.0,&lt;br /&gt;
    fGain: 0.0, &lt;br /&gt;
    fBandwidth: 0.86, &lt;br /&gt;
    fQ: 0.0, &lt;br /&gt;
    fS: 0.0, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfLowpass,&lt;br /&gt;
    fCenter: 1400.0,&lt;br /&gt;
    fGain: 0.0,&lt;br /&gt;
    fBandwidth: 0.83,&lt;br /&gt;
    fQ: 0.0,&lt;br /&gt;
    fS: 0.0,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 0,&lt;br /&gt;
    fBandwidth: 13.0, &lt;br /&gt;
    fQ: 1070.0, &lt;br /&gt;
    fCenter: 0.0, &lt;br /&gt;
    fGain: 0.3, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 1,&lt;br /&gt;
    fBandwidth: 13.0,&lt;br /&gt;
    fQ: 1300.0,&lt;br /&gt;
    fCenter: 0.0,&lt;br /&gt;
    fGain: 0.4,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::removeVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::resetVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Player::setVoiceFxChorus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxCompressor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxDistortion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxEcho]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxFlanger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxGargle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxI3DL2Reverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxParamEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxReverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxVolume]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxPeakEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxBQF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxPeakEq&amp;diff=21398</id>
		<title>Player::setVoiceFxPeakEq</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxPeakEq&amp;diff=21398"/>
		<updated>2022-10-17T19:01:36Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxPeakEq(fxHandle, {&lt;br /&gt;
    lBand,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lBand:&#039;&#039;&#039; {{RageType|int}} Number of bands (0...n), more bands means more memory and cpu usage. Default = 0.&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; {{RageType|float}} Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). In most cases users should use the minimum of 0.5 octave. The bandwidth in octaves (between -3 dB frequencies for BPF and notch or between midpoint (dBgain/2) gain frequencies for peaking EQ).&lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; {{RageType|float}} EE kinda definition of Q (0.1...1...n), if bandwidth is not in use. Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; {{RageType|float}} Center frequency in Hz (1Hz...nHz). Default = 1000 (max. is 1/2 of the samplerate).&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; {{RageType|float}} Gain in dB (-15...0...+15). Default 0dB.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; {{RageType|int}} A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Simple walkie talkie (radio) effect&lt;br /&gt;
const bassBfxBqfLowpass = 0;&lt;br /&gt;
const bassBfxBqfHighpass = 1;&lt;br /&gt;
const bassBfxChannelAll = -1;&lt;br /&gt;
&lt;br /&gt;
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0);&lt;br /&gt;
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0);&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfHighpass,&lt;br /&gt;
    fCenter: 900.0,&lt;br /&gt;
    fGain: 0.0, &lt;br /&gt;
    fBandwidth: 0.86, &lt;br /&gt;
    fQ: 0.0, &lt;br /&gt;
    fS: 0.0, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfLowpass,&lt;br /&gt;
    fCenter: 1400.0,&lt;br /&gt;
    fGain: 0.0,&lt;br /&gt;
    fBandwidth: 0.83,&lt;br /&gt;
    fQ: 0.0,&lt;br /&gt;
    fS: 0.0,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 0,&lt;br /&gt;
    fBandwidth: 13.0, &lt;br /&gt;
    fQ: 1070.0, &lt;br /&gt;
    fCenter: 0.0, &lt;br /&gt;
    fGain: 0.3, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 1,&lt;br /&gt;
    fBandwidth: 13.0,&lt;br /&gt;
    fQ: 1300.0,&lt;br /&gt;
    fCenter: 0.0,&lt;br /&gt;
    fGain: 0.4,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21397</id>
		<title>Player::setVoiceFxBQF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21397"/>
		<updated>2022-10-17T19:01:24Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxBQF(fxHandle, {&lt;br /&gt;
    lFilter,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fS,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lFilter:&#039;&#039;&#039; {{RageType|int}} Defines which BiQuad filter should be used.&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; {{RageType|float}} Cut-off frequency (Center in PEAKINGEQ and Shelving filters) in Hz (1...info.freq/2). Default = 200Hz.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; {{RageType|float}} Gain in dB (-15...0...+15). Default 0dB (used only for PEAKINGEQ and Shelving filters).&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; {{RageType|float}} Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). The bandwidth in octaves (between -3 dB frequencies for for BANDPASS and NOTCH or between midpoint (dBgain/2) gain frequencies for PEAKINGEQ). &lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; {{RageType|float}} The EE kinda definition (linear), if fBandwidth is not in use (0.1...1). Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fS:&#039;&#039;&#039; {{RageType|float}} A shelf slope parameter (linear, used only with Shelving filters) (0.1...1). Default = 0.0. When fS=1, the shelf slope is as steep as you can get it and remain monotonically increasing or decreasing gain with frequency.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; {{RageType|int}} A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Simple walkie talkie (radio) effect&lt;br /&gt;
const bassBfxBqfLowpass = 0;&lt;br /&gt;
const bassBfxBqfHighpass = 1;&lt;br /&gt;
const bassBfxChannelAll = -1;&lt;br /&gt;
&lt;br /&gt;
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0);&lt;br /&gt;
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0);&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfHighpass,&lt;br /&gt;
    fCenter: 900.0,&lt;br /&gt;
    fGain: 0.0, &lt;br /&gt;
    fBandwidth: 0.86, &lt;br /&gt;
    fQ: 0.0, &lt;br /&gt;
    fS: 0.0, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfLowpass,&lt;br /&gt;
    fCenter: 1400.0,&lt;br /&gt;
    fGain: 0.0,&lt;br /&gt;
    fBandwidth: 0.83,&lt;br /&gt;
    fQ: 0.0,&lt;br /&gt;
    fS: 0.0,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 0,&lt;br /&gt;
    fBandwidth: 13.0, &lt;br /&gt;
    fQ: 1070.0, &lt;br /&gt;
    fCenter: 0.0, &lt;br /&gt;
    fGain: 0.3, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 1,&lt;br /&gt;
    fBandwidth: 13.0,&lt;br /&gt;
    fQ: 1300.0,&lt;br /&gt;
    fCenter: 0.0,&lt;br /&gt;
    fGain: 0.4,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21396</id>
		<title>Player::setVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21396"/>
		<updated>2022-10-17T19:01:09Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: fix typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sets an effect on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFx(fxType, priority);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxType:&#039;&#039;&#039; {{RageType|int}} One of the following types of effect (see BASSFXType)&lt;br /&gt;
*&#039;&#039;&#039;priority:&#039;&#039;&#039; {{RageType|int}} The priority of the new FX, which determines it&#039;s position in the DSP chain - DSP/FX with higher priority are applied before those with lower. This parameter has no effect with DX8 effects when the &amp;quot;with FX flag&amp;quot; DX8 effect implementation is used.&lt;br /&gt;
&lt;br /&gt;
==BASSFXType==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXType = {&lt;br /&gt;
    BASS_FX_DX8_CHORUS: 0,&lt;br /&gt;
    BASS_FX_DX8_COMPRESSOR: 1,&lt;br /&gt;
    BASS_FX_DX8_DISTORTION: 2,&lt;br /&gt;
    BASS_FX_DX8_ECHO: 3,&lt;br /&gt;
    BASS_FX_DX8_FLANGER: 4,&lt;br /&gt;
    BASS_FX_DX8_GARGLE: 5,&lt;br /&gt;
    BASS_FX_DX8_I3DL2REVERB: 6,&lt;br /&gt;
    BASS_FX_DX8_PARAMEQ: 7,&lt;br /&gt;
    BASS_FX_DX8_REVERB: 8,&lt;br /&gt;
    BASS_FX_VOLUME: 9,&lt;br /&gt;
&lt;br /&gt;
    // bassfx.dll&lt;br /&gt;
    BASS_FX_BFX_PEAKEQ: 65540,&lt;br /&gt;
    BASS_FX_BFX_BQF: 65555&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Simple walkie talkie (radio) effect&lt;br /&gt;
const bassBfxBqfLowpass = 0;&lt;br /&gt;
const bassBfxBqfHighpass = 1;&lt;br /&gt;
const bassBfxChannelAll = -1;&lt;br /&gt;
&lt;br /&gt;
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0);&lt;br /&gt;
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0);&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfHighpass,&lt;br /&gt;
    fCenter: 900.0,&lt;br /&gt;
    fGain: 0.0, &lt;br /&gt;
    fBandwidth: 0.86, &lt;br /&gt;
    fQ: 0.0, &lt;br /&gt;
    fS: 0.0, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfLowpass,&lt;br /&gt;
    fCenter: 1400.0,&lt;br /&gt;
    fGain: 0.0,&lt;br /&gt;
    fBandwidth: 0.83,&lt;br /&gt;
    fQ: 0.0,&lt;br /&gt;
    fS: 0.0,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 0,&lt;br /&gt;
    fBandwidth: 13.0, &lt;br /&gt;
    fQ: 1070.0, &lt;br /&gt;
    fCenter: 0.0, &lt;br /&gt;
    fGain: 0.3, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 1,&lt;br /&gt;
    fBandwidth: 13.0,&lt;br /&gt;
    fQ: 1300.0,&lt;br /&gt;
    fCenter: 0.0,&lt;br /&gt;
    fGain: 0.4,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::removeVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::resetVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Player::setVoiceFxChorus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxCompressor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxDistortion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxEcho]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxFlanger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxGargle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxI3DL2Reverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxParamEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxReverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxVolume]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxPeakEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxBQF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxPeakEq&amp;diff=21395</id>
		<title>Player::setVoiceFxPeakEq</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxPeakEq&amp;diff=21395"/>
		<updated>2022-10-17T19:00:25Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Walkie Talkie (radio) effect example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxPeakEq(fxHandle, {&lt;br /&gt;
    lBand,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lBand:&#039;&#039;&#039; {{RageType|int}} Number of bands (0...n), more bands means more memory and cpu usage. Default = 0.&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; {{RageType|float}} Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). In most cases users should use the minimum of 0.5 octave. The bandwidth in octaves (between -3 dB frequencies for BPF and notch or between midpoint (dBgain/2) gain frequencies for peaking EQ).&lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; {{RageType|float}} EE kinda definition of Q (0.1...1...n), if bandwidth is not in use. Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; {{RageType|float}} Center frequency in Hz (1Hz...nHz). Default = 1000 (max. is 1/2 of the samplerate).&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; {{RageType|float}} Gain in dB (-15...0...+15). Default 0dB.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; {{RageType|int}} A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Simple walkie talkie (radio) effect&lt;br /&gt;
const bassBfxBqfLowpass = 0;&lt;br /&gt;
const bassBfxBqfHighpass = 1;&lt;br /&gt;
const bassBfxChannelAll = -1;&lt;br /&gt;
&lt;br /&gt;
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0);&lt;br /&gt;
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0);&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfHighpass,&lt;br /&gt;
    fCenter: 900.0,&lt;br /&gt;
    fGain: 0.0, &lt;br /&gt;
    fBandwidth: 0.86, &lt;br /&gt;
    fQ: 0.0, &lt;br /&gt;
    fS: 0.0, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfLowpass,&lt;br /&gt;
    fCenter: 1400.0,&lt;br /&gt;
    fGain: 0.0,&lt;br /&gt;
    fBandwidth: 0.83,&lt;br /&gt;
    fQ: 0.0,&lt;br /&gt;
    fS: 0.0,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 0,&lt;br /&gt;
    fBandwidth: 13.0f, &lt;br /&gt;
    fQ: 1070.0f, &lt;br /&gt;
    fCenter: 0.0f, &lt;br /&gt;
    fGain: 0.3f, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 1,&lt;br /&gt;
    fBandwidth: 13.0f,&lt;br /&gt;
    fQ: 1300.0f,&lt;br /&gt;
    fCenter: 0.0f,&lt;br /&gt;
    fGain: 0.4f,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21394</id>
		<title>Player::setVoiceFxBQF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21394"/>
		<updated>2022-10-17T19:00:03Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Walkie Talkie (radio) effect example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxBQF(fxHandle, {&lt;br /&gt;
    lFilter,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fS,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lFilter:&#039;&#039;&#039; {{RageType|int}} Defines which BiQuad filter should be used.&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; {{RageType|float}} Cut-off frequency (Center in PEAKINGEQ and Shelving filters) in Hz (1...info.freq/2). Default = 200Hz.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; {{RageType|float}} Gain in dB (-15...0...+15). Default 0dB (used only for PEAKINGEQ and Shelving filters).&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; {{RageType|float}} Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). The bandwidth in octaves (between -3 dB frequencies for for BANDPASS and NOTCH or between midpoint (dBgain/2) gain frequencies for PEAKINGEQ). &lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; {{RageType|float}} The EE kinda definition (linear), if fBandwidth is not in use (0.1...1). Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fS:&#039;&#039;&#039; {{RageType|float}} A shelf slope parameter (linear, used only with Shelving filters) (0.1...1). Default = 0.0. When fS=1, the shelf slope is as steep as you can get it and remain monotonically increasing or decreasing gain with frequency.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; {{RageType|int}} A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Simple walkie talkie (radio) effect&lt;br /&gt;
const bassBfxBqfLowpass = 0;&lt;br /&gt;
const bassBfxBqfHighpass = 1;&lt;br /&gt;
const bassBfxChannelAll = -1;&lt;br /&gt;
&lt;br /&gt;
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0);&lt;br /&gt;
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0);&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfHighpass,&lt;br /&gt;
    fCenter: 900.0,&lt;br /&gt;
    fGain: 0.0, &lt;br /&gt;
    fBandwidth: 0.86, &lt;br /&gt;
    fQ: 0.0, &lt;br /&gt;
    fS: 0.0, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfLowpass,&lt;br /&gt;
    fCenter: 1400.0,&lt;br /&gt;
    fGain: 0.0,&lt;br /&gt;
    fBandwidth: 0.83,&lt;br /&gt;
    fQ: 0.0,&lt;br /&gt;
    fS: 0.0,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 0,&lt;br /&gt;
    fBandwidth: 13.0f, &lt;br /&gt;
    fQ: 1070.0f, &lt;br /&gt;
    fCenter: 0.0f, &lt;br /&gt;
    fGain: 0.3f, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 1,&lt;br /&gt;
    fBandwidth: 13.0f,&lt;br /&gt;
    fQ: 1300.0f,&lt;br /&gt;
    fCenter: 0.0f,&lt;br /&gt;
    fGain: 0.4f,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21393</id>
		<title>Player::setVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21393"/>
		<updated>2022-10-17T18:59:02Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sets an effect on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFx(fxType, priority);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxType:&#039;&#039;&#039; {{RageType|int}} One of the following types of effect (see BASSFXType)&lt;br /&gt;
*&#039;&#039;&#039;priority:&#039;&#039;&#039; {{RageType|int}} The priority of the new FX, which determines it&#039;s position in the DSP chain - DSP/FX with higher priority are applied before those with lower. This parameter has no effect with DX8 effects when the &amp;quot;with FX flag&amp;quot; DX8 effect implementation is used.&lt;br /&gt;
&lt;br /&gt;
==BASSFXType==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXType = {&lt;br /&gt;
    BASS_FX_DX8_CHORUS: 0,&lt;br /&gt;
    BASS_FX_DX8_COMPRESSOR: 1,&lt;br /&gt;
    BASS_FX_DX8_DISTORTION: 2,&lt;br /&gt;
    BASS_FX_DX8_ECHO: 3,&lt;br /&gt;
    BASS_FX_DX8_FLANGER: 4,&lt;br /&gt;
    BASS_FX_DX8_GARGLE: 5,&lt;br /&gt;
    BASS_FX_DX8_I3DL2REVERB: 6,&lt;br /&gt;
    BASS_FX_DX8_PARAMEQ: 7,&lt;br /&gt;
    BASS_FX_DX8_REVERB: 8,&lt;br /&gt;
    BASS_FX_VOLUME: 9,&lt;br /&gt;
&lt;br /&gt;
    // bassfx.dll&lt;br /&gt;
    BASS_FX_BFX_PEAKEQ: 65540,&lt;br /&gt;
    BASS_FX_BFX_BQF: 65555&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Simple walkie talkie (radio) effect&lt;br /&gt;
const bassBfxBqfLowpass = 0;&lt;br /&gt;
const bassBfxBqfHighpass = 1;&lt;br /&gt;
const bassBfxChannelAll = -1;&lt;br /&gt;
&lt;br /&gt;
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0);&lt;br /&gt;
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0);&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfHighpass,&lt;br /&gt;
    fCenter: 900.0,&lt;br /&gt;
    fGain: 0.0, &lt;br /&gt;
    fBandwidth: 0.86, &lt;br /&gt;
    fQ: 0.0, &lt;br /&gt;
    fS: 0.0, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfLowpass,&lt;br /&gt;
    fCenter: 1400.0,&lt;br /&gt;
    fGain: 0.0,&lt;br /&gt;
    fBandwidth: 0.83,&lt;br /&gt;
    fQ: 0.0,&lt;br /&gt;
    fS: 0.0,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 0,&lt;br /&gt;
    fBandwidth: 13.0f, &lt;br /&gt;
    fQ: 1070.0f, &lt;br /&gt;
    fCenter: 0.0f, &lt;br /&gt;
    fGain: 0.3f, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 1,&lt;br /&gt;
    fBandwidth: 13.0f,&lt;br /&gt;
    fQ: 1300.0f,&lt;br /&gt;
    fCenter: 0.0f,&lt;br /&gt;
    fGain: 0.4f,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::removeVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::resetVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Player::setVoiceFxChorus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxCompressor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxDistortion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxEcho]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxFlanger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxGargle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxI3DL2Reverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxParamEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxReverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxVolume]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxPeakEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxBQF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21392</id>
		<title>Player::setVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21392"/>
		<updated>2022-10-17T18:58:53Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Walkie Talkie (radio) effect example&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sets an effect on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFx(fxType, priority);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxType:&#039;&#039;&#039; {{RageType|int}} One of the following types of effect (see BASSFXType)&lt;br /&gt;
*&#039;&#039;&#039;priority:&#039;&#039;&#039; {{RageType|int}} The priority of the new FX, which determines it&#039;s position in the DSP chain - DSP/FX with higher priority are applied before those with lower. This parameter has no effect with DX8 effects when the &amp;quot;with FX flag&amp;quot; DX8 effect implementation is used.&lt;br /&gt;
&lt;br /&gt;
==BASSFXType==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXType = {&lt;br /&gt;
    BASS_FX_DX8_CHORUS: 0,&lt;br /&gt;
    BASS_FX_DX8_COMPRESSOR: 1,&lt;br /&gt;
    BASS_FX_DX8_DISTORTION: 2,&lt;br /&gt;
    BASS_FX_DX8_ECHO: 3,&lt;br /&gt;
    BASS_FX_DX8_FLANGER: 4,&lt;br /&gt;
    BASS_FX_DX8_GARGLE: 5,&lt;br /&gt;
    BASS_FX_DX8_I3DL2REVERB: 6,&lt;br /&gt;
    BASS_FX_DX8_PARAMEQ: 7,&lt;br /&gt;
    BASS_FX_DX8_REVERB: 8,&lt;br /&gt;
    BASS_FX_VOLUME: 9,&lt;br /&gt;
&lt;br /&gt;
    // bassfx.dll&lt;br /&gt;
    BASS_FX_BFX_PEAKEQ: 65540,&lt;br /&gt;
    BASS_FX_BFX_BQF: 65555&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{ClientsideCode|&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
// Simple walkie talkie (radio) effect&lt;br /&gt;
const bassBfxBqfLowpass = 1;&lt;br /&gt;
const bassBfxBqfHighpass = 1;&lt;br /&gt;
const bassBfxChannelAll = -1;&lt;br /&gt;
&lt;br /&gt;
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0);&lt;br /&gt;
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0);&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfHighpass,&lt;br /&gt;
    fCenter: 900.0,&lt;br /&gt;
    fGain: 0.0, &lt;br /&gt;
    fBandwidth: 0.86, &lt;br /&gt;
    fQ: 0.0, &lt;br /&gt;
    fS: 0.0, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxBQF(bfqHandle, {&lt;br /&gt;
    lFilter: bassBfxBqfLowpass,&lt;br /&gt;
    fCenter: 1400.0,&lt;br /&gt;
    fGain: 0.0,&lt;br /&gt;
    fBandwidth: 0.83,&lt;br /&gt;
    fQ: 0.0,&lt;br /&gt;
    fS: 0.0,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 0,&lt;br /&gt;
    fBandwidth: 13.0f, &lt;br /&gt;
    fQ: 1070.0f, &lt;br /&gt;
    fCenter: 0.0f, &lt;br /&gt;
    fGain: 0.3f, &lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&lt;br /&gt;
player.setVoiceFxPeakEq(peakEqHandle, {&lt;br /&gt;
    lBand: 1,&lt;br /&gt;
    fBandwidth: 13.0f,&lt;br /&gt;
    fQ: 1300.0f,&lt;br /&gt;
    fCenter: 0.0f,&lt;br /&gt;
    fGain: 0.4f,&lt;br /&gt;
    lChannel: bassBfxChannelAll&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::removeVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::resetVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Player::setVoiceFxChorus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxCompressor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxDistortion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxEcho]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxFlanger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxGargle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxI3DL2Reverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxParamEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxReverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxVolume]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxPeakEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxBQF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21391</id>
		<title>Player::setVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21391"/>
		<updated>2022-10-17T18:46:06Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sets an effect on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFx(fxType, priority);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxType:&#039;&#039;&#039; {{RageType|int}} One of the following types of effect (see BASSFXType)&lt;br /&gt;
*&#039;&#039;&#039;priority:&#039;&#039;&#039; {{RageType|int}} The priority of the new FX, which determines it&#039;s position in the DSP chain - DSP/FX with higher priority are applied before those with lower. This parameter has no effect with DX8 effects when the &amp;quot;with FX flag&amp;quot; DX8 effect implementation is used.&lt;br /&gt;
&lt;br /&gt;
==BASSFXType==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXType = {&lt;br /&gt;
    BASS_FX_DX8_CHORUS: 0,&lt;br /&gt;
    BASS_FX_DX8_COMPRESSOR: 1,&lt;br /&gt;
    BASS_FX_DX8_DISTORTION: 2,&lt;br /&gt;
    BASS_FX_DX8_ECHO: 3,&lt;br /&gt;
    BASS_FX_DX8_FLANGER: 4,&lt;br /&gt;
    BASS_FX_DX8_GARGLE: 5,&lt;br /&gt;
    BASS_FX_DX8_I3DL2REVERB: 6,&lt;br /&gt;
    BASS_FX_DX8_PARAMEQ: 7,&lt;br /&gt;
    BASS_FX_DX8_REVERB: 8,&lt;br /&gt;
    BASS_FX_VOLUME: 9,&lt;br /&gt;
&lt;br /&gt;
    // bassfx.dll&lt;br /&gt;
    BASS_FX_BFX_PEAKEQ: 65540,&lt;br /&gt;
    BASS_FX_BFX_BQF: 65555&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::removeVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::resetVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Player::setVoiceFxChorus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxCompressor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxDistortion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxEcho]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxFlanger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxGargle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxI3DL2Reverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxParamEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxReverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxVolume]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxPeakEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxBQF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::resetVoiceFx&amp;diff=21390</id>
		<title>Player::resetVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::resetVoiceFx&amp;diff=21390"/>
		<updated>2022-10-17T18:45:31Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Resets the state of an effect or all effects on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.resetVoiceFx(fxHandle);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} Effect handle.&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::setVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::resetVoiceFx&amp;diff=21389</id>
		<title>Player::resetVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::resetVoiceFx&amp;diff=21389"/>
		<updated>2022-10-17T18:45:23Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;Removes an effect on a voice stream. Resets the state of an effect or all effects on a voice stream.  ==Syntax== &amp;lt;pre&amp;gt; player.resetVoiceFx(fxHandle); &amp;lt;/pre&amp;gt;  ===Required Argum...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Removes an effect on a voice stream.&lt;br /&gt;
Resets the state of an effect or all effects on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.resetVoiceFx(fxHandle);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} Effect handle.&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::setVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::removeVoiceFx&amp;diff=21388</id>
		<title>Player::removeVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::removeVoiceFx&amp;diff=21388"/>
		<updated>2022-10-17T18:44:41Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: fix args typo x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Removes an effect on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.removeVoiceFx(fxHandle);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} Effect handle.&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::setVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::removeVoiceFx&amp;diff=21387</id>
		<title>Player::removeVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::removeVoiceFx&amp;diff=21387"/>
		<updated>2022-10-17T18:44:28Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: fix args typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Removes an effect on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.removeVoiceFx(fxType);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} Effect handle.&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::setVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::removeVoiceFx&amp;diff=21386</id>
		<title>Player::removeVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::removeVoiceFx&amp;diff=21386"/>
		<updated>2022-10-17T18:43:11Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;Removes an effect on a voice stream.  ==Syntax== &amp;lt;pre&amp;gt; player.removeVoiceFx(fxType, priority); &amp;lt;/pre&amp;gt;  ===Required Arguments=== *&amp;#039;&amp;#039;&amp;#039;fxHandle:&amp;#039;&amp;#039;&amp;#039; {{RageType|int}} Effect handle...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Removes an effect on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.removeVoiceFx(fxType, priority);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} Effect handle.&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::setVoiceFx]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21385</id>
		<title>Player::setVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21385"/>
		<updated>2022-10-17T18:41:16Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sets an effect on a voice stream.&lt;br /&gt;
&lt;br /&gt;
==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFx(fxType, priority);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxType:&#039;&#039;&#039; {{RageType|int}} One of the following types of effect (see BASSFXType)&lt;br /&gt;
*&#039;&#039;&#039;priority:&#039;&#039;&#039; {{RageType|int}} The priority of the new FX, which determines it&#039;s position in the DSP chain - DSP/FX with higher priority are applied before those with lower. This parameter has no effect with DX8 effects when the &amp;quot;with FX flag&amp;quot; DX8 effect implementation is used.&lt;br /&gt;
&lt;br /&gt;
==BASSFXType==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXType = {&lt;br /&gt;
    BASS_FX_DX8_CHORUS: 0,&lt;br /&gt;
    BASS_FX_DX8_COMPRESSOR: 1,&lt;br /&gt;
    BASS_FX_DX8_DISTORTION: 2,&lt;br /&gt;
    BASS_FX_DX8_ECHO: 3,&lt;br /&gt;
    BASS_FX_DX8_FLANGER: 4,&lt;br /&gt;
    BASS_FX_DX8_GARGLE: 5,&lt;br /&gt;
    BASS_FX_DX8_I3DL2REVERB: 6,&lt;br /&gt;
    BASS_FX_DX8_PARAMEQ: 7,&lt;br /&gt;
    BASS_FX_DX8_REVERB: 8,&lt;br /&gt;
    BASS_FX_VOLUME: 9,&lt;br /&gt;
&lt;br /&gt;
    // bassfx.dll&lt;br /&gt;
    BASS_FX_BFX_PEAKEQ: 65540,&lt;br /&gt;
    BASS_FX_BFX_BQF: 65555&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::setVoiceFxChorus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxCompressor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxDistortion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxEcho]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxFlanger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxGargle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxI3DL2Reverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxParamEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxReverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxVolume]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxPeakEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxBQF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21384</id>
		<title>Player::setVoiceFxBQF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21384"/>
		<updated>2022-10-17T18:40:02Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxBQF(fxHandle, {&lt;br /&gt;
    lFilter,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fS,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lFilter:&#039;&#039;&#039; {{RageType|int}} Defines which BiQuad filter should be used.&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; {{RageType|float}} Cut-off frequency (Center in PEAKINGEQ and Shelving filters) in Hz (1...info.freq/2). Default = 200Hz.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; {{RageType|float}} Gain in dB (-15...0...+15). Default 0dB (used only for PEAKINGEQ and Shelving filters).&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; {{RageType|float}} Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). The bandwidth in octaves (between -3 dB frequencies for for BANDPASS and NOTCH or between midpoint (dBgain/2) gain frequencies for PEAKINGEQ). &lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; {{RageType|float}} The EE kinda definition (linear), if fBandwidth is not in use (0.1...1). Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fS:&#039;&#039;&#039; {{RageType|float}} A shelf slope parameter (linear, used only with Shelving filters) (0.1...1). Default = 0.0. When fS=1, the shelf slope is as steep as you can get it and remain monotonically increasing or decreasing gain with frequency.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; {{RageType|int}} A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxPeakEq&amp;diff=21383</id>
		<title>Player::setVoiceFxPeakEq</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxPeakEq&amp;diff=21383"/>
		<updated>2022-10-17T18:39:42Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxPeakEq(fxHandle, {&lt;br /&gt;
    lBand,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lBand:&#039;&#039;&#039; {{RageType|int}} Number of bands (0...n), more bands means more memory and cpu usage. Default = 0.&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; {{RageType|float}} Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). In most cases users should use the minimum of 0.5 octave. The bandwidth in octaves (between -3 dB frequencies for BPF and notch or between midpoint (dBgain/2) gain frequencies for peaking EQ).&lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; {{RageType|float}} EE kinda definition of Q (0.1...1...n), if bandwidth is not in use. Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; {{RageType|float}} Center frequency in Hz (1Hz...nHz). Default = 1000 (max. is 1/2 of the samplerate).&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; {{RageType|float}} Gain in dB (-15...0...+15). Default 0dB.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; {{RageType|int}} A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxVolume&amp;diff=21382</id>
		<title>Player::setVoiceFxVolume</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxVolume&amp;diff=21382"/>
		<updated>2022-10-17T18:39:23Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxVolume(fxHandle, {&lt;br /&gt;
    fTarget,&lt;br /&gt;
    fCurrent,&lt;br /&gt;
    fTime,&lt;br /&gt;
    lCurve&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fTarget:&#039;&#039;&#039; {{RageType|float}} The new volume level... 0 = silent, 1.0 = normal, above 1.0 = amplification. The default value is 1.&lt;br /&gt;
*&#039;&#039;&#039;fCurrent:&#039;&#039;&#039; {{RageType|float}} The current volume level... -1 = leave existing current level when setting parameters. The default value is 1.&lt;br /&gt;
*&#039;&#039;&#039;fTime:&#039;&#039;&#039; {{RageType|float}} The time to take to transition from the current level to the new level, in seconds. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;lCurve:&#039;&#039;&#039; {{RageType|int}} The curve to use in the transition... 0 = linear, 1 = logarithmic. The default value is 0.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxReverb&amp;diff=21381</id>
		<title>Player::setVoiceFxReverb</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxReverb&amp;diff=21381"/>
		<updated>2022-10-17T18:39:00Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxReverb(fxHandle, {&lt;br /&gt;
    fInGain,&lt;br /&gt;
    fReverbMix,&lt;br /&gt;
    fReverbTime,&lt;br /&gt;
    fHighFreqRTRatio&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fInGain:&#039;&#039;&#039; {{RageType|float}} Input gain of signal, in decibels (dB), in the range from -96 through 0. The default value is 0 dB.&lt;br /&gt;
*&#039;&#039;&#039;fReverbMix:&#039;&#039;&#039; {{RageType|float}} Reverb mix, in dB, in the range from -96 through 0. The default value is 0 dB.&lt;br /&gt;
*&#039;&#039;&#039;fReverbTime:&#039;&#039;&#039; {{RageType|float}} Reverb time, in milliseconds, in the range from 0.001 through 3000. The default value is 1000.&lt;br /&gt;
*&#039;&#039;&#039;fHighFreqRTRatio:&#039;&#039;&#039; {{RageType|float}} In the range from 0.001 through 0.999. The default value is 0.001.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxParamEq&amp;diff=21380</id>
		<title>Player::setVoiceFxParamEq</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxParamEq&amp;diff=21380"/>
		<updated>2022-10-17T18:38:38Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxParamEq(fxHandle, {&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fGain&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; {{RageType|float}} Bandwidth, in semitones, in the range from 1 to 36. Default 18 semitones.&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; {{RageType|float}} Center frequency, in hertz, in the range from 80 to 16000. This value cannot exceed one-third of the frequency of the channel. Default 100 Hz.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; {{RageType|float}} Gain, in the range from -15 to 15. Default 0 dB.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxI3DL2Reverb&amp;diff=21379</id>
		<title>Player::setVoiceFxI3DL2Reverb</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxI3DL2Reverb&amp;diff=21379"/>
		<updated>2022-10-17T18:38:13Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxI3DL2Reverb(fxHandle, {&lt;br /&gt;
    lRoom,&lt;br /&gt;
    lRoomHF,&lt;br /&gt;
    flRoomRolloffFactor,&lt;br /&gt;
    flDecayTime,&lt;br /&gt;
    flDecayHFRatio,&lt;br /&gt;
    lReflections,&lt;br /&gt;
    flReflectionsDelay,&lt;br /&gt;
    lReverb,&lt;br /&gt;
    flReverbDelay,&lt;br /&gt;
    flDiffusion,&lt;br /&gt;
    flDensity,&lt;br /&gt;
    flHFReference&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lRoom:&#039;&#039;&#039; {{RageType|int}} Attenuation of the room effect, in millibels (mB), in the range from -10000 to 0. The default value is -1000 mB.&lt;br /&gt;
*&#039;&#039;&#039;lRoomHF:&#039;&#039;&#039; {{RageType|int}} Attenuation of the room high-frequency effect, in mB, in the range from -10000 to 0. The default value is 0 mB.&lt;br /&gt;
*&#039;&#039;&#039;flRoomRolloffFactor:&#039;&#039;&#039; {{RageType|float}} Rolloff factor for the reflected signals, in the range from 0 to 10. The default value is 0.0.&lt;br /&gt;
*&#039;&#039;&#039;flDecayTime:&#039;&#039;&#039; {{RageType|float}} Decay time, in seconds, in the range from 0.1 to 20. The default value is 1.49 second.&lt;br /&gt;
*&#039;&#039;&#039;flDecayHFRatio:&#039;&#039;&#039; {{RageType|float}} Ratio of the decay time at high frequencies to the decay time at low frequencies, in the range from 0.1 to 2. The default value is 0.83.&lt;br /&gt;
*&#039;&#039;&#039;lReflections:&#039;&#039;&#039; {{RageType|int}} Attenuation of early reflections relative to lRoom, in mB, in the range from -10000 to 1000. The default value is -2602 mB.&lt;br /&gt;
*&#039;&#039;&#039;flReflectionsDelay:&#039;&#039;&#039; {{RageType|float}} Delay time of the first reflection relative to the direct path, in seconds, in the range from 0 to 0.3. The default value is 0.007 seconds.&lt;br /&gt;
*&#039;&#039;&#039;lReverb:&#039;&#039;&#039; {{RageType|int}} Attenuation of late reverberation relative to lRoom, in mB, in the range from -10000 to 2000. The default value is 200 mB.&lt;br /&gt;
*&#039;&#039;&#039;flReverbDelay:&#039;&#039;&#039; {{RageType|float}} Time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds, in the range from 0 to 0.1. The default value is 0.011 seconds.&lt;br /&gt;
*&#039;&#039;&#039;flDiffusion:&#039;&#039;&#039; {{RageType|float}} Echo density in the late reverberation decay, in percent, in the range from 0 to 100. The default value is 100.0 percent. &lt;br /&gt;
*&#039;&#039;&#039;flDensity:&#039;&#039;&#039; {{RageType|float}} Modal density in the late reverberation decay, in percent, in the range from 0 to 100. The default value is 100.0 percent.&lt;br /&gt;
*&#039;&#039;&#039;flHFReference:&#039;&#039;&#039; {{RageType|float}} Reference high frequency, in hertz, in the range from 20 to 20000. The default value is 5000.0 Hz.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxGargle&amp;diff=21378</id>
		<title>Player::setVoiceFxGargle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxGargle&amp;diff=21378"/>
		<updated>2022-10-17T18:36:27Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxGargle(fxHandle, {&lt;br /&gt;
    dwRateHz,&lt;br /&gt;
    dwWaveShape&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;dwRateHz:&#039;&#039;&#039; {{RageType|int}} Rate of modulation, in Hertz. Must be in the range from 1 through 1000. Default 500 Hz.&lt;br /&gt;
*&#039;&#039;&#039;dwWaveShape:&#039;&#039;&#039; {{RageType|int}} Shape of the modulation wave... 0 = triangle, 1 = square (default).&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxFlanger&amp;diff=21377</id>
		<title>Player::setVoiceFxFlanger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxFlanger&amp;diff=21377"/>
		<updated>2022-10-17T18:35:36Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxFlanger(fxHandle, {&lt;br /&gt;
    fWetDryMix,&lt;br /&gt;
    fDepth,&lt;br /&gt;
    fFeedback,&lt;br /&gt;
    fFrequency,&lt;br /&gt;
    lWaveform,&lt;br /&gt;
    fDelay,&lt;br /&gt;
    lPhase&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fWetDryMix:&#039;&#039;&#039; {{RageType|float}} Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0 (default) through 100 (all wet).&lt;br /&gt;
*&#039;&#039;&#039;fDepth:&#039;&#039;&#039; {{RageType|float}} Percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point. Must be in the range from 0 through 100. The default value is 25.&lt;br /&gt;
*&#039;&#039;&#039;fFeedback:&#039;&#039;&#039; {{RageType|float}} Percentage of output signal to feed back into the effect&#039;s input, in the range from -99 to 99. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;fFrequency:&#039;&#039;&#039; {{RageType|float}} Frequency of the LFO, in the range from 0 to 10. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;lWaveform:&#039;&#039;&#039; {{RageType|int}} Waveform of the LFO... 0 = triangle, 1 = sine. By default, the waveform is a sine.&lt;br /&gt;
*&#039;&#039;&#039;fDelay:&#039;&#039;&#039; {{RageType|float}} Number of milliseconds the input is delayed before it is played back, in the range from 0 to 4. The default value is 0 ms.&lt;br /&gt;
*&#039;&#039;&#039;lPhase:&#039;&#039;&#039; {{RageType|int}} Phase differential between left and right LFOs, one of the BASSFXPhase values. Default (int)BASSFXPhase.BASS_FX_PHASE_ZERO.&lt;br /&gt;
&lt;br /&gt;
==BASSFXPhase==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXPhase = {&lt;br /&gt;
    BASS_FX_PHASE_NEG_180: 0, // Phase differential between left and right LFOs (-180)&lt;br /&gt;
    BASS_FX_PHASE_NEG_90: 1, // Phase differential between left and right LFOs (-90)&lt;br /&gt;
    BASS_FX_PHASE_ZERO: 2, // Phase differential between left and right LFOs (+/-0)&lt;br /&gt;
    BASS_FX_PHASE_90: 3, // Phase differential between left and right LFOs (+90)&lt;br /&gt;
    BASS_FX_PHASE_180: 4 // Phase differential between left and right LFOs (+180)&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxEcho&amp;diff=21376</id>
		<title>Player::setVoiceFxEcho</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxEcho&amp;diff=21376"/>
		<updated>2022-10-17T18:35:08Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxEcho(fxHandle, {&lt;br /&gt;
    fWetDryMix,&lt;br /&gt;
    fFeedback,&lt;br /&gt;
    fLeftDelay,&lt;br /&gt;
    fRightDelay,&lt;br /&gt;
    lPanDelay&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fWetDryMix:&#039;&#039;&#039; {{RageType|float}} Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0 (default) through 100 (all wet).&lt;br /&gt;
*&#039;&#039;&#039;fFeedback:&#039;&#039;&#039; {{RageType|float}} Percentage of output fed back into input, in the range from 0 through 100. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;fLeftDelay:&#039;&#039;&#039; {{RageType|float}} Delay for left channel, in milliseconds, in the range from 1 through 2000. The default value is 333 ms.&lt;br /&gt;
*&#039;&#039;&#039;fRightDelay:&#039;&#039;&#039; {{RageType|float}} Delay for right channel, in milliseconds, in the range from 1 through 2000. The default value is 333 ms.&lt;br /&gt;
*&#039;&#039;&#039;lPanDelay:&#039;&#039;&#039; {{RageType|int}} Value that specifies whether to swap left and right delays with each successive echo. The default value is false, meaning no swap.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxDistortion&amp;diff=21375</id>
		<title>Player::setVoiceFxDistortion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxDistortion&amp;diff=21375"/>
		<updated>2022-10-17T18:34:50Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxDistortion(fxHandle, {&lt;br /&gt;
    fGain,&lt;br /&gt;
    fEdge,&lt;br /&gt;
    fPostEQCenterFrequency,&lt;br /&gt;
    fPostEQBandwidth,&lt;br /&gt;
    fPreLowpassCutoff&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; {{RageType|float}} Amount of signal change after distortion, in the range from -60 through 0. The default value is 0 dB.&lt;br /&gt;
*&#039;&#039;&#039;fEdge:&#039;&#039;&#039; {{RageType|float}} Percentage of distortion intensity, in the range in the range from 0 through 100. The default value is 50 percent.&lt;br /&gt;
*&#039;&#039;&#039;fPostEQCenterFrequency:&#039;&#039;&#039; {{RageType|float}} Center frequency of harmonic content addition, in the range from 100 through 8000. The default value is 4000 Hz.&lt;br /&gt;
*&#039;&#039;&#039;fPostEQBandwidth:&#039;&#039;&#039; {{RageType|float}} Width of frequency band that determines range of harmonic content addition, in the range from 100 through 8000. The default value is 4000 Hz.&lt;br /&gt;
*&#039;&#039;&#039;fPreLowpassCutoff:&#039;&#039;&#039; {{RageType|float}} Filter cutoff for high-frequency harmonics attenuation, in the range from 100 through 8000. The default value is 4000 Hz.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxCompressor&amp;diff=21374</id>
		<title>Player::setVoiceFxCompressor</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxCompressor&amp;diff=21374"/>
		<updated>2022-10-17T18:34:36Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxCompressor(fxHandle, {&lt;br /&gt;
    fGain,&lt;br /&gt;
    fAttack,&lt;br /&gt;
    fRelease,&lt;br /&gt;
    fThreshold,&lt;br /&gt;
    fRatio,&lt;br /&gt;
    fPredelay&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; {{RageType|float}} Output gain of signal in dB after compression, in the range from -60 to 60. The default value is 0 dB.&lt;br /&gt;
*&#039;&#039;&#039;fAttack:&#039;&#039;&#039; {{RageType|float}} Time in ms before compression reaches its full value, in the range from 0.01 to 500. The default value is 10 ms.&lt;br /&gt;
*&#039;&#039;&#039;fRelease:&#039;&#039;&#039; {{RageType|float}} Time (speed) in ms at which compression is stopped after input drops below fThreshold, in the range from 50 to 3000. The default value is 200 ms.&lt;br /&gt;
*&#039;&#039;&#039;fThreshold:&#039;&#039;&#039; {{RageType|float}} Point at which compression begins, in dB, in the range from -60 to 0. The default value is -20 dB.&lt;br /&gt;
*&#039;&#039;&#039;fRatio:&#039;&#039;&#039; {{RageType|float}} Compression ratio, in the range from 1 to 100. The default value is 3, which means 3:1 compression.&lt;br /&gt;
*&#039;&#039;&#039;fPredelay:&#039;&#039;&#039; {{RageType|float}} Time in ms after fThreshold is reached before attack phase is started, in milliseconds, in the range from 0 to 4. The default value is 4 ms.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxChorus&amp;diff=21373</id>
		<title>Player::setVoiceFxChorus</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxChorus&amp;diff=21373"/>
		<updated>2022-10-17T18:34:17Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxChorus(fxHandle, {&lt;br /&gt;
    fWetDryMix,&lt;br /&gt;
    fDepth,&lt;br /&gt;
    fFeedback,&lt;br /&gt;
    fFrequency,&lt;br /&gt;
    lWaveform,&lt;br /&gt;
    fDelay,&lt;br /&gt;
    lPhase&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; {{RageType|int}} The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fWetDryMix:&#039;&#039;&#039; {{RageType|float}} Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0 (default) through 100 (all wet).&lt;br /&gt;
*&#039;&#039;&#039;fDepth:&#039;&#039;&#039; {{RageType|float}} Percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. Must be in the range from 0 through 100. The default value is 25.&lt;br /&gt;
*&#039;&#039;&#039;fFeedback:&#039;&#039;&#039; {{RageType|float}} Percentage of output signal to feed back into the effect&#039;s input, in the range from -99 to 99. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;fFrequency:&#039;&#039;&#039; {{RageType|float}} Frequency of the LFO, in the range from 0 to 10. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;lWaveform:&#039;&#039;&#039; {{RageType|int}} Waveform of the LFO... 0 = triangle, 1 = sine. By default, the waveform is a sine.&lt;br /&gt;
*&#039;&#039;&#039;fDelay:&#039;&#039;&#039; {{RageType|float}} Number of milliseconds the input is delayed before it is played back, in the range from 0 to 20. The default value is 0 ms.&lt;br /&gt;
*&#039;&#039;&#039;lPhase:&#039;&#039;&#039; {{RageType|int}} Phase differential between left and right LFOs, one of BASSFXPhase values. Default is (int)BASSFXPhase.BASS_FX_PHASE_ZERO.&lt;br /&gt;
&lt;br /&gt;
==BASSFXPhase==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXPhase = {&lt;br /&gt;
    BASS_FX_PHASE_NEG_180: 0, // Phase differential between left and right LFOs (-180)&lt;br /&gt;
    BASS_FX_PHASE_NEG_90: 1, // Phase differential between left and right LFOs (-90)&lt;br /&gt;
    BASS_FX_PHASE_ZERO: 2, // Phase differential between left and right LFOs (+/-0)&lt;br /&gt;
    BASS_FX_PHASE_90: 3, // Phase differential between left and right LFOs (+90)&lt;br /&gt;
    BASS_FX_PHASE_180: 4 // Phase differential between left and right LFOs (+180)&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21372</id>
		<title>Player::setVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21372"/>
		<updated>2022-10-17T18:33:18Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFx(fxType, priority);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxType:&#039;&#039;&#039; {{RageType|int}} One of the following types of effect (see BASSFXType)&lt;br /&gt;
*&#039;&#039;&#039;priority:&#039;&#039;&#039; {{RageType|int}} The priority of the new FX, which determines it&#039;s position in the DSP chain - DSP/FX with higher priority are applied before those with lower. This parameter has no effect with DX8 effects when the &amp;quot;with FX flag&amp;quot; DX8 effect implementation is used.&lt;br /&gt;
&lt;br /&gt;
==BASSFXType==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXType = {&lt;br /&gt;
    BASS_FX_DX8_CHORUS: 0,&lt;br /&gt;
    BASS_FX_DX8_COMPRESSOR: 1,&lt;br /&gt;
    BASS_FX_DX8_DISTORTION: 2,&lt;br /&gt;
    BASS_FX_DX8_ECHO: 3,&lt;br /&gt;
    BASS_FX_DX8_FLANGER: 4,&lt;br /&gt;
    BASS_FX_DX8_GARGLE: 5,&lt;br /&gt;
    BASS_FX_DX8_I3DL2REVERB: 6,&lt;br /&gt;
    BASS_FX_DX8_PARAMEQ: 7,&lt;br /&gt;
    BASS_FX_DX8_REVERB: 8,&lt;br /&gt;
    BASS_FX_VOLUME: 9,&lt;br /&gt;
&lt;br /&gt;
    // bassfx.dll&lt;br /&gt;
    BASS_FX_BFX_PEAKEQ: 65540,&lt;br /&gt;
    BASS_FX_BFX_BQF: 65555&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::setVoiceFxChorus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxCompressor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxDistortion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxEcho]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxFlanger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxGargle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxI3DL2Reverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxParamEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxReverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxVolume]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxPeakEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxBQF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21371</id>
		<title>Player::setVoiceFxBQF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21371"/>
		<updated>2022-10-17T18:17:30Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxBQF(fxHandle, {&lt;br /&gt;
    lFilter,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fS,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lFilter:&#039;&#039;&#039; Defines which BiQuad filter should be used.&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; Cut-off frequency (Center in PEAKINGEQ and Shelving filters) in Hz (1...info.freq/2). Default = 200Hz.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; Gain in dB (-15...0...+15). Default 0dB (used only for PEAKINGEQ and Shelving filters).&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). The bandwidth in octaves (between -3 dB frequencies for for BANDPASS and NOTCH or between midpoint (dBgain/2) gain frequencies for PEAKINGEQ). &lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; The EE kinda definition (linear), if fBandwidth is not in use (0.1...1). Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fS:&#039;&#039;&#039; A shelf slope parameter (linear, used only with Shelving filters) (0.1...1). Default = 0.0. When fS=1, the shelf slope is as steep as you can get it and remain monotonically increasing or decreasing gain with frequency.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxFlanger&amp;diff=21370</id>
		<title>Player::setVoiceFxFlanger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxFlanger&amp;diff=21370"/>
		<updated>2022-10-17T18:15:25Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxFlanger(fxHandle, {&lt;br /&gt;
    fWetDryMix,&lt;br /&gt;
    fDepth,&lt;br /&gt;
    fFeedback,&lt;br /&gt;
    fFrequency,&lt;br /&gt;
    lWaveform,&lt;br /&gt;
    fDelay,&lt;br /&gt;
    lPhase&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fWetDryMix:&#039;&#039;&#039; Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0 (default) through 100 (all wet).&lt;br /&gt;
*&#039;&#039;&#039;fDepth:&#039;&#039;&#039; Percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point. Must be in the range from 0 through 100. The default value is 25.&lt;br /&gt;
*&#039;&#039;&#039;fFeedback:&#039;&#039;&#039; Percentage of output signal to feed back into the effect&#039;s input, in the range from -99 to 99. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;fFrequency:&#039;&#039;&#039; Frequency of the LFO, in the range from 0 to 10. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;lWaveform:&#039;&#039;&#039; Waveform of the LFO... 0 = triangle, 1 = sine. By default, the waveform is a sine.&lt;br /&gt;
*&#039;&#039;&#039;fDelay:&#039;&#039;&#039; Number of milliseconds the input is delayed before it is played back, in the range from 0 to 4. The default value is 0 ms.&lt;br /&gt;
*&#039;&#039;&#039;lPhase:&#039;&#039;&#039; Phase differential between left and right LFOs, one of the BASSFXPhase values. Default (int)BASSFXPhase.BASS_FX_PHASE_ZERO.&lt;br /&gt;
&lt;br /&gt;
==BASSFXPhase==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXPhase = {&lt;br /&gt;
    BASS_FX_PHASE_NEG_180: 0, // Phase differential between left and right LFOs (-180)&lt;br /&gt;
    BASS_FX_PHASE_NEG_90: 1, // Phase differential between left and right LFOs (-90)&lt;br /&gt;
    BASS_FX_PHASE_ZERO: 2, // Phase differential between left and right LFOs (+/-0)&lt;br /&gt;
    BASS_FX_PHASE_90: 3, // Phase differential between left and right LFOs (+90)&lt;br /&gt;
    BASS_FX_PHASE_180: 4 // Phase differential between left and right LFOs (+180)&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxChorus&amp;diff=21369</id>
		<title>Player::setVoiceFxChorus</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxChorus&amp;diff=21369"/>
		<updated>2022-10-17T18:15:00Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxChorus(fxHandle, {&lt;br /&gt;
    fWetDryMix,&lt;br /&gt;
    fDepth,&lt;br /&gt;
    fFeedback,&lt;br /&gt;
    fFrequency,&lt;br /&gt;
    lWaveform,&lt;br /&gt;
    fDelay,&lt;br /&gt;
    lPhase&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fWetDryMix:&#039;&#039;&#039; Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0 (default) through 100 (all wet).&lt;br /&gt;
*&#039;&#039;&#039;fDepth:&#039;&#039;&#039; Percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. Must be in the range from 0 through 100. The default value is 25.&lt;br /&gt;
*&#039;&#039;&#039;fFeedback:&#039;&#039;&#039; Percentage of output signal to feed back into the effect&#039;s input, in the range from -99 to 99. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;fFrequency:&#039;&#039;&#039; Frequency of the LFO, in the range from 0 to 10. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;lWaveform:&#039;&#039;&#039; Waveform of the LFO... 0 = triangle, 1 = sine. By default, the waveform is a sine.&lt;br /&gt;
*&#039;&#039;&#039;fDelay:&#039;&#039;&#039; Number of milliseconds the input is delayed before it is played back, in the range from 0 to 20. The default value is 0 ms.&lt;br /&gt;
*&#039;&#039;&#039;lPhase:&#039;&#039;&#039; Phase differential between left and right LFOs, one of BASSFXPhase values. Default is (int)BASSFXPhase.BASS_FX_PHASE_ZERO.&lt;br /&gt;
&lt;br /&gt;
==BASSFXPhase==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXPhase = {&lt;br /&gt;
    BASS_FX_PHASE_NEG_180: 0, // Phase differential between left and right LFOs (-180)&lt;br /&gt;
    BASS_FX_PHASE_NEG_90: 1, // Phase differential between left and right LFOs (-90)&lt;br /&gt;
    BASS_FX_PHASE_ZERO: 2, // Phase differential between left and right LFOs (+/-0)&lt;br /&gt;
    BASS_FX_PHASE_90: 3, // Phase differential between left and right LFOs (+90)&lt;br /&gt;
    BASS_FX_PHASE_180: 4 // Phase differential between left and right LFOs (+180)&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21368</id>
		<title>Player::setVoiceFxBQF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21368"/>
		<updated>2022-10-17T18:14:21Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: BASSFXPhase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxBQF(fxHandle, {&lt;br /&gt;
    lFilter,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fS,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lFilter:&#039;&#039;&#039; Defines which BiQuad filter should be used.&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; Cut-off frequency (Center in PEAKINGEQ and Shelving filters) in Hz (1...info.freq/2). Default = 200Hz.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; Gain in dB (-15...0...+15). Default 0dB (used only for PEAKINGEQ and Shelving filters).&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). The bandwidth in octaves (between -3 dB frequencies for for BANDPASS and NOTCH or between midpoint (dBgain/2) gain frequencies for PEAKINGEQ). &lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; The EE kinda definition (linear), if fBandwidth is not in use (0.1...1). Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fS:&#039;&#039;&#039; A shelf slope parameter (linear, used only with Shelving filters) (0.1...1). Default = 0.0. When fS=1, the shelf slope is as steep as you can get it and remain monotonically increasing or decreasing gain with frequency.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
==BASSFXPhase==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXPhase = {&lt;br /&gt;
    BASS_FX_PHASE_NEG_180: 0, // Phase differential between left and right LFOs (-180)&lt;br /&gt;
    BASS_FX_PHASE_NEG_90: 1, // Phase differential between left and right LFOs (-90)&lt;br /&gt;
    BASS_FX_PHASE_ZERO: 2, // Phase differential between left and right LFOs (+/-0)&lt;br /&gt;
    BASS_FX_PHASE_90: 3, // Phase differential between left and right LFOs (+90)&lt;br /&gt;
    BASS_FX_PHASE_180: 4 // Phase differential between left and right LFOs (+180)&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21367</id>
		<title>Player::setVoiceFx</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFx&amp;diff=21367"/>
		<updated>2022-10-17T18:11:26Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: See also&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFx(fxType, priority);&lt;br /&gt;
&amp;lt;/pre&amp;gt; &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxType:&#039;&#039;&#039; One of the following types of effect (see BASSFXType)&lt;br /&gt;
*&#039;&#039;&#039;priority:&#039;&#039;&#039; The priority of the new FX, which determines it&#039;s position in the DSP chain - DSP/FX with higher priority are applied before those with lower. This parameter has no effect with DX8 effects when the &amp;quot;with FX flag&amp;quot; DX8 effect implementation is used.&lt;br /&gt;
&lt;br /&gt;
==BASSFXType==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
const BASSFXType = {&lt;br /&gt;
    BASS_FX_DX8_CHORUS: 0,&lt;br /&gt;
    BASS_FX_DX8_COMPRESSOR: 1,&lt;br /&gt;
    BASS_FX_DX8_DISTORTION: 2,&lt;br /&gt;
    BASS_FX_DX8_ECHO: 3,&lt;br /&gt;
    BASS_FX_DX8_FLANGER: 4,&lt;br /&gt;
    BASS_FX_DX8_GARGLE: 5,&lt;br /&gt;
    BASS_FX_DX8_I3DL2REVERB: 6,&lt;br /&gt;
    BASS_FX_DX8_PARAMEQ: 7,&lt;br /&gt;
    BASS_FX_DX8_REVERB: 8,&lt;br /&gt;
    BASS_FX_VOLUME: 9,&lt;br /&gt;
&lt;br /&gt;
    // bassfx.dll&lt;br /&gt;
    BASS_FX_BFX_PEAKEQ: 65540,&lt;br /&gt;
    BASS_FX_BFX_BQF: 65555&lt;br /&gt;
};&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==See also== &lt;br /&gt;
[[Player::setVoiceFxChorus]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxCompressor]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxDistortion]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxEcho]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxFlanger]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxGargle]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxI3DL2Reverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxParamEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxReverb]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxVolume]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxPeakEq]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player::setVoiceFxBQF]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21366</id>
		<title>Player::setVoiceFxBQF</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxBQF&amp;diff=21366"/>
		<updated>2022-10-17T18:11:22Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxBQF(fxHandle, {     lFilter,     fCenter,     fGain,     fBandwidth,     fQ,     fS,     lChannel }); &amp;lt;/pre&amp;gt;   ===Required Arguments=== *&amp;#039;&amp;#039;&amp;#039;f...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxBQF(fxHandle, {&lt;br /&gt;
    lFilter,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fS,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lFilter:&#039;&#039;&#039; Defines which BiQuad filter should be used.&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; Cut-off frequency (Center in PEAKINGEQ and Shelving filters) in Hz (1...info.freq/2). Default = 200Hz.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; Gain in dB (-15...0...+15). Default 0dB (used only for PEAKINGEQ and Shelving filters).&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). The bandwidth in octaves (between -3 dB frequencies for for BANDPASS and NOTCH or between midpoint (dBgain/2) gain frequencies for PEAKINGEQ). &lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; The EE kinda definition (linear), if fBandwidth is not in use (0.1...1). Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fS:&#039;&#039;&#039; A shelf slope parameter (linear, used only with Shelving filters) (0.1...1). Default = 0.0. When fS=1, the shelf slope is as steep as you can get it and remain monotonically increasing or decreasing gain with frequency.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxPeakEq&amp;diff=21365</id>
		<title>Player::setVoiceFxPeakEq</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxPeakEq&amp;diff=21365"/>
		<updated>2022-10-17T18:07:56Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxPeakEq(fxHandle, {     lBand,     fBandwidth,     fQ,     fCenter,     fGain,     lChannel }); &amp;lt;/pre&amp;gt;   ===Required Arguments=== *&amp;#039;&amp;#039;&amp;#039;fxHandle...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxPeakEq(fxHandle, {&lt;br /&gt;
    lBand,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fQ,&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fGain,&lt;br /&gt;
    lChannel&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lBand:&#039;&#039;&#039; Number of bands (0...n), more bands means more memory and cpu usage. Default = 0.&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). In most cases users should use the minimum of 0.5 octave. The bandwidth in octaves (between -3 dB frequencies for BPF and notch or between midpoint (dBgain/2) gain frequencies for peaking EQ).&lt;br /&gt;
*&#039;&#039;&#039;fQ:&#039;&#039;&#039; EE kinda definition of Q (0.1...1...n), if bandwidth is not in use. Default = 0.0 (0=not in use).&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; Center frequency in Hz (1Hz...nHz). Default = 1000 (max. is 1/2 of the samplerate).&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; Gain in dB (-15...0...+15). Default 0dB.&lt;br /&gt;
*&#039;&#039;&#039;lChannel:&#039;&#039;&#039; A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxVolume&amp;diff=21364</id>
		<title>Player::setVoiceFxVolume</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxVolume&amp;diff=21364"/>
		<updated>2022-10-17T18:03:53Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxVolume(fxHandle, {     fTarget,     fCurrent,     fTime,     lCurve }); &amp;lt;/pre&amp;gt;   ===Required Arguments=== *&amp;#039;&amp;#039;&amp;#039;fxHandle:&amp;#039;&amp;#039;&amp;#039; The effect handle....&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxVolume(fxHandle, {&lt;br /&gt;
    fTarget,&lt;br /&gt;
    fCurrent,&lt;br /&gt;
    fTime,&lt;br /&gt;
    lCurve&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fTarget:&#039;&#039;&#039; The new volume level... 0 = silent, 1.0 = normal, above 1.0 = amplification. The default value is 1.&lt;br /&gt;
*&#039;&#039;&#039;fCurrent:&#039;&#039;&#039; The current volume level... -1 = leave existing current level when setting parameters. The default value is 1.&lt;br /&gt;
*&#039;&#039;&#039;fTime:&#039;&#039;&#039; The time to take to transition from the current level to the new level, in seconds. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;lCurve:&#039;&#039;&#039; The curve to use in the transition... 0 = linear, 1 = logarithmic. The default value is 0.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxReverb&amp;diff=21363</id>
		<title>Player::setVoiceFxReverb</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxReverb&amp;diff=21363"/>
		<updated>2022-10-17T18:01:30Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxReverb(fxHandle, {     fInGain,     fReverbMix,     fReverbTime,     fHighFreqRTRatio }); &amp;lt;/pre&amp;gt;   ===Required Arguments=== *&amp;#039;&amp;#039;&amp;#039;fxHandle:&amp;#039;&amp;#039;&amp;#039;...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxReverb(fxHandle, {&lt;br /&gt;
    fInGain,&lt;br /&gt;
    fReverbMix,&lt;br /&gt;
    fReverbTime,&lt;br /&gt;
    fHighFreqRTRatio&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fInGain:&#039;&#039;&#039; Input gain of signal, in decibels (dB), in the range from -96 through 0. The default value is 0 dB.&lt;br /&gt;
*&#039;&#039;&#039;fReverbMix:&#039;&#039;&#039; Reverb mix, in dB, in the range from -96 through 0. The default value is 0 dB.&lt;br /&gt;
*&#039;&#039;&#039;fReverbTime:&#039;&#039;&#039; Reverb time, in milliseconds, in the range from 0.001 through 3000. The default value is 1000.&lt;br /&gt;
*&#039;&#039;&#039;fHighFreqRTRatio:&#039;&#039;&#039; In the range from 0.001 through 0.999. The default value is 0.001.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxParamEq&amp;diff=21362</id>
		<title>Player::setVoiceFxParamEq</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxParamEq&amp;diff=21362"/>
		<updated>2022-10-17T17:59:22Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxParamEq(fxHandle, {     fCenter,     fBandwidth,     fGain }); &amp;lt;/pre&amp;gt;   ===Required Arguments=== *&amp;#039;&amp;#039;&amp;#039;fxHandle:&amp;#039;&amp;#039;&amp;#039; The effect handle. *&amp;#039;&amp;#039;&amp;#039;fCen...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxParamEq(fxHandle, {&lt;br /&gt;
    fCenter,&lt;br /&gt;
    fBandwidth,&lt;br /&gt;
    fGain&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fCenter:&#039;&#039;&#039; Bandwidth, in semitones, in the range from 1 to 36. Default 18 semitones.&lt;br /&gt;
*&#039;&#039;&#039;fBandwidth:&#039;&#039;&#039; Center frequency, in hertz, in the range from 80 to 16000. This value cannot exceed one-third of the frequency of the channel. Default 100 Hz.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; Gain, in the range from -15 to 15. Default 0 dB.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxI3DL2Reverb&amp;diff=21361</id>
		<title>Player::setVoiceFxI3DL2Reverb</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxI3DL2Reverb&amp;diff=21361"/>
		<updated>2022-10-17T17:52:47Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxI3DL2Reverb(fxHandle, {     lRoom,     lRoomHF,     flRoomRolloffFactor,     flDecayTime,     flDecayHFRatio,     lReflections,     flReflect...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxI3DL2Reverb(fxHandle, {&lt;br /&gt;
    lRoom,&lt;br /&gt;
    lRoomHF,&lt;br /&gt;
    flRoomRolloffFactor,&lt;br /&gt;
    flDecayTime,&lt;br /&gt;
    flDecayHFRatio,&lt;br /&gt;
    lReflections,&lt;br /&gt;
    flReflectionsDelay,&lt;br /&gt;
    lReverb,&lt;br /&gt;
    flReverbDelay,&lt;br /&gt;
    flDiffusion,&lt;br /&gt;
    flDensity,&lt;br /&gt;
    flHFReference&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;lRoom:&#039;&#039;&#039; Attenuation of the room effect, in millibels (mB), in the range from -10000 to 0. The default value is -1000 mB.&lt;br /&gt;
*&#039;&#039;&#039;lRoomHF:&#039;&#039;&#039; Attenuation of the room high-frequency effect, in mB, in the range from -10000 to 0. The default value is 0 mB.&lt;br /&gt;
*&#039;&#039;&#039;flRoomRolloffFactor:&#039;&#039;&#039; Rolloff factor for the reflected signals, in the range from 0 to 10. The default value is 0.0.&lt;br /&gt;
*&#039;&#039;&#039;flDecayTime:&#039;&#039;&#039; Decay time, in seconds, in the range from 0.1 to 20. The default value is 1.49 second.&lt;br /&gt;
*&#039;&#039;&#039;flDecayHFRatio:&#039;&#039;&#039; Ratio of the decay time at high frequencies to the decay time at low frequencies, in the range from 0.1 to 2. The default value is 0.83.&lt;br /&gt;
*&#039;&#039;&#039;lReflections:&#039;&#039;&#039; Attenuation of early reflections relative to lRoom, in mB, in the range from -10000 to 1000. The default value is -2602 mB.&lt;br /&gt;
*&#039;&#039;&#039;flReflectionsDelay:&#039;&#039;&#039; Delay time of the first reflection relative to the direct path, in seconds, in the range from 0 to 0.3. The default value is 0.007 seconds.&lt;br /&gt;
*&#039;&#039;&#039;lReverb:&#039;&#039;&#039; Attenuation of late reverberation relative to lRoom, in mB, in the range from -10000 to 2000. The default value is 200 mB.&lt;br /&gt;
*&#039;&#039;&#039;flReverbDelay:&#039;&#039;&#039; Time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds, in the range from 0 to 0.1. The default value is 0.011 seconds.&lt;br /&gt;
*&#039;&#039;&#039;flDiffusion:&#039;&#039;&#039; Echo density in the late reverberation decay, in percent, in the range from 0 to 100. The default value is 100.0 percent. &lt;br /&gt;
*&#039;&#039;&#039;flDensity:&#039;&#039;&#039; Modal density in the late reverberation decay, in percent, in the range from 0 to 100. The default value is 100.0 percent.&lt;br /&gt;
*&#039;&#039;&#039;flHFReference:&#039;&#039;&#039; Reference high frequency, in hertz, in the range from 20 to 20000. The default value is 5000.0 Hz.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxGargle&amp;diff=21360</id>
		<title>Player::setVoiceFxGargle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxGargle&amp;diff=21360"/>
		<updated>2022-10-17T17:49:05Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxGargle(fxHandle, {     dwRateHz,     dwWaveShape }); &amp;lt;/pre&amp;gt;   ===Required Arguments=== *&amp;#039;&amp;#039;&amp;#039;fxHandle:&amp;#039;&amp;#039;&amp;#039; The effect handle. *&amp;#039;&amp;#039;&amp;#039;dwRateHz:&amp;#039;&amp;#039;&amp;#039; R...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxGargle(fxHandle, {&lt;br /&gt;
    dwRateHz,&lt;br /&gt;
    dwWaveShape&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;dwRateHz:&#039;&#039;&#039; Rate of modulation, in Hertz. Must be in the range from 1 through 1000. Default 500 Hz.&lt;br /&gt;
*&#039;&#039;&#039;dwWaveShape:&#039;&#039;&#039; Shape of the modulation wave... 0 = triangle, 1 = square (default).&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxFlanger&amp;diff=21359</id>
		<title>Player::setVoiceFxFlanger</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxFlanger&amp;diff=21359"/>
		<updated>2022-10-17T17:48:00Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxFlanger(fxHandle, {     fWetDryMix,     fDepth,     fFeedback,     fFrequency,     lWaveform,     fDelay,     lPhase }); &amp;lt;/pre&amp;gt;   ===Required...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxFlanger(fxHandle, {&lt;br /&gt;
    fWetDryMix,&lt;br /&gt;
    fDepth,&lt;br /&gt;
    fFeedback,&lt;br /&gt;
    fFrequency,&lt;br /&gt;
    lWaveform,&lt;br /&gt;
    fDelay,&lt;br /&gt;
    lPhase&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fWetDryMix:&#039;&#039;&#039; Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0 (default) through 100 (all wet).&lt;br /&gt;
*&#039;&#039;&#039;fDepth:&#039;&#039;&#039; Percentage by which the delay time is modulated by the low-frequency oscillator (LFO), in hundredths of a percentage point. Must be in the range from 0 through 100. The default value is 25.&lt;br /&gt;
*&#039;&#039;&#039;fFeedback:&#039;&#039;&#039; Percentage of output signal to feed back into the effect&#039;s input, in the range from -99 to 99. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;fFrequency:&#039;&#039;&#039; Frequency of the LFO, in the range from 0 to 10. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;lWaveform:&#039;&#039;&#039; Waveform of the LFO... 0 = triangle, 1 = sine. By default, the waveform is a sine.&lt;br /&gt;
*&#039;&#039;&#039;fDelay:&#039;&#039;&#039; Number of milliseconds the input is delayed before it is played back, in the range from 0 to 4. The default value is 0 ms.&lt;br /&gt;
*&#039;&#039;&#039;lPhase:&#039;&#039;&#039; Phase differential between left and right LFOs, one of the BASSFXPhase values. Default (int)BASSFXPhase.BASS_FX_PHASE_ZERO.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxEcho&amp;diff=21358</id>
		<title>Player::setVoiceFxEcho</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxEcho&amp;diff=21358"/>
		<updated>2022-10-17T17:44:18Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxEcho(fxHandle, {     fWetDryMix,     fFeedback,     fLeftDelay,     fRightDelay,     lPanDelay }); &amp;lt;/pre&amp;gt;   ===Required Arguments=== *&amp;#039;&amp;#039;&amp;#039;fxHa...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxEcho(fxHandle, {&lt;br /&gt;
    fWetDryMix,&lt;br /&gt;
    fFeedback,&lt;br /&gt;
    fLeftDelay,&lt;br /&gt;
    fRightDelay,&lt;br /&gt;
    lPanDelay&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fWetDryMix:&#039;&#039;&#039; Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0 (default) through 100 (all wet).&lt;br /&gt;
*&#039;&#039;&#039;fFeedback:&#039;&#039;&#039; Percentage of output fed back into input, in the range from 0 through 100. The default value is 0.&lt;br /&gt;
*&#039;&#039;&#039;fLeftDelay:&#039;&#039;&#039; Delay for left channel, in milliseconds, in the range from 1 through 2000. The default value is 333 ms.&lt;br /&gt;
*&#039;&#039;&#039;fRightDelay:&#039;&#039;&#039; Delay for right channel, in milliseconds, in the range from 1 through 2000. The default value is 333 ms.&lt;br /&gt;
*&#039;&#039;&#039;lPanDelay:&#039;&#039;&#039; Value that specifies whether to swap left and right delays with each successive echo. The default value is false, meaning no swap.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxDistortion&amp;diff=21357</id>
		<title>Player::setVoiceFxDistortion</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Player::setVoiceFxDistortion&amp;diff=21357"/>
		<updated>2022-10-17T17:42:11Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Created page with &amp;quot;==Syntax== &amp;lt;pre&amp;gt; player.setVoiceFxDistortion(fxHandle, {     fGain,     fEdge,     fPostEQCenterFrequency,     fPostEQBandwidth,     fPreLowpassCutoff }); &amp;lt;/pre&amp;gt;   ===Required...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Syntax==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
player.setVoiceFxDistortion(fxHandle, {&lt;br /&gt;
    fGain,&lt;br /&gt;
    fEdge,&lt;br /&gt;
    fPostEQCenterFrequency,&lt;br /&gt;
    fPostEQBandwidth,&lt;br /&gt;
    fPreLowpassCutoff&lt;br /&gt;
});&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
===Required Arguments===&lt;br /&gt;
*&#039;&#039;&#039;fxHandle:&#039;&#039;&#039; The effect handle.&lt;br /&gt;
*&#039;&#039;&#039;fGain:&#039;&#039;&#039; Amount of signal change after distortion, in the range from -60 through 0. The default value is 0 dB.&lt;br /&gt;
*&#039;&#039;&#039;fEdge:&#039;&#039;&#039; Percentage of distortion intensity, in the range in the range from 0 through 100. The default value is 50 percent.&lt;br /&gt;
*&#039;&#039;&#039;fPostEQCenterFrequency:&#039;&#039;&#039; Center frequency of harmonic content addition, in the range from 100 through 8000. The default value is 4000 Hz.&lt;br /&gt;
*&#039;&#039;&#039;fPostEQBandwidth:&#039;&#039;&#039; Width of frequency band that determines range of harmonic content addition, in the range from 100 through 8000. The default value is 4000 Hz.&lt;br /&gt;
*&#039;&#039;&#039;fPreLowpassCutoff:&#039;&#039;&#039; Filter cutoff for high-frequency harmonics attenuation, in the range from 100 through 8000. The default value is 4000 Hz.&lt;br /&gt;
&lt;br /&gt;
[[Category:Clientside API]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
	<entry>
		<id>https://wiki.rage.mp/w/index.php?title=Template:Player::setVoiceFxChorus&amp;diff=21356</id>
		<title>Template:Player::setVoiceFxChorus</title>
		<link rel="alternate" type="text/html" href="https://wiki.rage.mp/w/index.php?title=Template:Player::setVoiceFxChorus&amp;diff=21356"/>
		<updated>2022-10-17T17:38:57Z</updated>

		<summary type="html">&lt;p&gt;Ufteers: Ufteers moved page Template:Player::setVoiceFxChorus to Player::setVoiceFxCompressor&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Player::setVoiceFxCompressor]]&lt;/div&gt;</summary>
		<author><name>Ufteers</name></author>
	</entry>
</feed>