/*
* Emits a sound from an entity from the engine.
*
* @param entity Entity index or use 0 to emit from worldspawn at the specified position
* @param recipient Recipient index or use 0 to make all clients hear it
* @param channel Channel to emit from
* @param sample Sound file to emit
* @param vol Volume in percents
* @param attn Sound attenuation
* @param flags Emit flags
* @param pitch Sound pitch
* @param emitFlags Additional Emit2 flags, look at the defines like SND_EMIT2_*
* @param origin Specify origin and only on "param" entity worldspawn that is 0
*
* @return true if the emission was successfull, false otherwise
*/
native bool:rh_emit_sound2(const entity, const recipient, const channel, const sample[], Float:vol = VOL_NORM, Float:attn = ATTN_NORM, const flags = 0, const pitch = PITCH_NORM, emitFlags = 0, const Float:origin[3] = {0.0,0.0,0.0});