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InsideQC Forums • View topic - Stuffcmd Sound Fade

Stuffcmd Sound Fade

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Stuffcmd Sound Fade

Postby DusterdooSmock » Sun Nov 27, 2011 3:17 am

I've noticed that when playing sounds via stuffcmd, if you turn either to the left or to the right of the direction that you were originally facing, the sound starts to fade..
I was wondering if anyone has come up with a way to prevent this from happening, so that the sound plays at a constant volume no matter how much the player turns?
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Re: Stuffcmd Sound Fade

Postby Spike » Sun Nov 27, 2011 4:36 am

some engines have a play2 command to fix it, while the qw ones tend to change the behavior of play itself.
.
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Re: Stuffcmd Sound Fade

Postby DusterdooSmock » Sun Nov 27, 2011 5:55 pm

Thank you. :D I took a look in the Darkplaces source and found the "play2" command, then edited the "play" command in my engine so that the attenuation was 0 aswell, and it works. I wonder why ID put attenuation on stuffcmd sounds in the first place.. :?
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Re: Stuffcmd Sound Fade

Postby mh » Mon Nov 28, 2011 7:43 am

You're not supposed to play sounds using stuffcmd, you're supposed to play them using the builtin sound function.
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Re: Stuffcmd Sound Fade

Postby leileilol » Mon Nov 28, 2011 9:48 am

But LOCAL sounds! Like say, death beep, hit noise or something
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Re: Stuffcmd Sound Fade

Postby qbism » Mon Nov 28, 2011 6:01 pm

Local sounds require an engine with that feature. The old timefrag project had "sv_localsound". Maybe there's a standard extension for local sound by now?
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Re: Stuffcmd Sound Fade

Postby Spike » Mon Nov 28, 2011 10:12 pm

generally you don't want local sounds, but private sounds instead...
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Re: Stuffcmd Sound Fade

Postby qbism » Tue Nov 29, 2011 12:02 am

"private" would be more accurate than "local" to describe a non-spatialized sound directed to a single entity (player). svc_privatesound
There's also a dp extension IIRC for a point sound that originates from a coordinate rather than an entity.
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Re: Stuffcmd Sound Fade

Postby DusterdooSmock » Wed Nov 30, 2011 1:11 am

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