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For world based things that our players say I use the EmitSound( "sound.name",
soundTime, &duration ); as Tom mentioned, I'm fairly sure duration there
just passes back how long the sound will take to play and soundTime is how
far into the sound to start, I think, since I always pass 0.0 for it and no
issues so far.

 On the local player, for things they only, in some cases breathing and such
I just use EmitSound( "sound.name" );

Then for our win and lose music we actually use the user message "SendAudio"
with a string parameter that is the sound name.  This in turn does
essentially the same thing as what the second one does there afaik.

Beyond that the only other EmitSound I use is the one that takes a filter,
in most cases just a prediction filter that omits your local player on the
server call.
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