# Sandbox.SkinnedModelRenderer.SpeakSound

## Overload 1

```csharp
SoundHandle SpeakSound(SoundEvent sound, GameObject mouth = null)
```

Play a sound as this model's voice. On top of regular sound playback, the
model will lipsync to it - if the sound has a viseme track (authored in the
sound editor) we play that back, otherwise the audio is analyzed as it
plays. Either way the mouth moves, assuming the model has viseme morphs.

### Parameters

- `sound` (`SoundEvent`): The sound to speak.
- `mouth` (`GameObject`), default `null`: Optional object to play the sound from, like a mouth bone. Defaults to our GameObject.

### Returns

`SoundHandle`

## Overload 2

```csharp
SoundHandle SpeakSound(SoundFile sound, float volume = 1, float pitch = 1, GameObject mouth = null)
```

Play a specific sound file as this model's voice. Useful when you've picked
the file yourself - to keep it in sync across the network, or because you
generated it. See [Sandbox.SkinnedModelRenderer.SpeakSound](/api/Sandbox.SkinnedModelRenderer/SpeakSound).

### Parameters

- `sound` (`SoundFile`): The sound file to speak.
- `volume` (`float`), default `1`: Playback volume.
- `pitch` (`float`), default `1`: Playback pitch.
- `mouth` (`GameObject`), default `null`: Optional object to play the sound from, like a mouth bone. Defaults to our GameObject.

### Returns

`SoundHandle`

Declared in [Sandbox.SkinnedModelRenderer](/api/Sandbox.SkinnedModelRenderer).
Assembly: `Sandbox.Engine`.
