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Quake Sounds


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tcviper
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Join Date: Oct 2005
Location: Netherlands
Old 07-31-2007 , 15:07   Re: SM Quake Sounds
Reply With Quote #31

One more thing when the quake sound plays it overrules the current playing sound like when i shoot and with the last shot when it plays DOMINATING for example you dont hear the last bullet anymore (shooting) or nade.

It should be a different sound channel or something i guess since source supports multi sound streams?

EDIT: Just asked bailopan he says: probably not using sound natives right or sth?
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Last edited by tcviper; 07-31-2007 at 15:09.
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API
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Old 07-31-2007 , 15:16   Re: SM Quake Sounds
Reply With Quote #32

Hey bud, you need to use EmitSound in SDKTools or else you are going to run into that problem that tcviper proposed. You are executing "play" which is not safe because I think the engine doesn't like playing sounds through EmitSound and "play" at the same time. Just look in sdktools_sound.inc (I think thats it)
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dalto
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Join Date: Jul 2007
Old 07-31-2007 , 15:23   Re: SM Quake Sounds
Reply With Quote #33

Quote:
Originally Posted by pimpinjuice View Post
Hey bud, you need to use EmitSound in SDKTools or else you are going to run into that problem that tcviper proposed. You are executing "play" which is not safe because I think the engine doesn't like playing sounds through EmitSound and "play" at the same time. Just look in sdktools_sound.inc (I think thats it)
Hmm....I will check it out.

EDIT: That looks quite a lot easier. I will test it tonight.
EDIT 2: I have also added doublekill, triplekill, etc and progressive headshot sounds. I will test those tonight as well

Last edited by dalto; 07-31-2007 at 15:33.
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GyroTarzan
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Join Date: Feb 2007
Location: Sweden
Old 07-31-2007 , 17:38   Re: SM Quake Sounds
Reply With Quote #34

Does this plugin work with dods?
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dalto
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Join Date: Jul 2007
Old 07-31-2007 , 18:25   Re: SM Quake Sounds
Reply With Quote #35

Quote:
Originally Posted by GyroTarzan View Post
Does this plugin work with dods?
I don't have DOD:S to test with. However, I am hooking round_freeze_end that is counter strike specific for the round play event. I am also using the headshot field from player_death which is also CS:S specific.

I do not know how sourcemod will handle the fact that those are not implemented. If it fails to run I could put some conditionals in to manage that.

I would need to have someone to help test.
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dalto
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Join Date: Jul 2007
Old 07-31-2007 , 20:55   Re: SM Quake Sounds
Reply With Quote #36

New Release version 0.9.

Changelog:
* added progressive combo sounds
* added progressive headshot sounds
* restructured code
* switched from play to EmitSound


The quakesoundslist.cfg file changed and new sounds were added so make sure you update both of these from the new distribution.
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imported_Anth0ny
Senior Member
Join Date: Jan 2005
Location: Saturn
Old 08-01-2007 , 02:27   Re: SM Quake Sounds
Reply With Quote #37

nice work! =)

and now ....

# Add multi-lingual support
# Add optional text for each sound

needed =)
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tcviper
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Join Date: Oct 2005
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Old 08-01-2007 , 03:07   Re: SM Quake Sounds
Reply With Quote #38

lol Anth0ny... give the guy a break
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lamdacore
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Join Date: Aug 2005
Old 08-01-2007 , 04:05   Re: SM Quake Sounds
Reply With Quote #39

Quote:
Originally Posted by dalto View Post
I don't have DOD:S to test with. However, I am hooking round_freeze_end that is counter strike specific for the round play event. I am also using the headshot field from player_death which is also CS:S specific.

I do not know how sourcemod will handle the fact that those are not implemented. If it fails to run I could put some conditionals in to manage that.

I would need to have someone to help test.
I can you help testing with dod source
I don't test your new version 0.9 only 0.8 .. but i will test it if im got the time.

This is for v0.8 and dod source
It fails loading because of the round_freeze_end function.
I bypassed that by disable the hooking and past the code from round_freeze_end in the EventRoundStart function .. i don't know if its a good way but i think it works.

The headshot seems to not working at all in dod source .. but its not a big deal. The rest is still working
maybee you find a workaround for the headshot but for now I can live without the headshot sound.

EDIT: I just mentioned the grenade sound isn't working at all in dod source, too. Just a Note

Last edited by lamdacore; 08-01-2007 at 04:13.
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imported_Anth0ny
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Join Date: Jan 2005
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Old 08-01-2007 , 04:07   Re: SM Quake Sounds
Reply With Quote #40

Quote:
Originally Posted by tcviper View Post
lol Anth0ny... give the guy a break
of course, of course , sorry =)
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