Stuffcmd Sound Fade
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Stuffcmd Sound Fade
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?
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?
- DusterdooSmock
- Posts: 170
- Joined: Thu Aug 19, 2010 9:58 pm
Re: Stuffcmd Sound Fade
some engines have a play2 command to fix it, while the qw ones tend to change the behavior of play itself.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: Stuffcmd Sound Fade
Thank you.
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.. 
- DusterdooSmock
- Posts: 170
- Joined: Thu Aug 19, 2010 9:58 pm
Re: Stuffcmd Sound Fade
You're not supposed to play sounds using stuffcmd, you're supposed to play them using the builtin sound function.
We had the power, we had the space, we had a sense of time and place
We knew the words, we knew the score, we knew what we were fighting for
We knew the words, we knew the score, we knew what we were fighting for
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mh - Posts: 2292
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Re: Stuffcmd Sound Fade
But LOCAL sounds! Like say, death beep, hit noise or something
i should not be here
- leileilol
- Posts: 2783
- Joined: Fri Oct 15, 2004 3:23 am
Re: Stuffcmd Sound Fade
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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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: Stuffcmd Sound Fade
generally you don't want local sounds, but private sounds instead...
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
Re: Stuffcmd Sound Fade
"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.
There's also a dp extension IIRC for a point sound that originates from a coordinate rather than an entity.
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qbism - Posts: 1236
- Joined: Thu Nov 04, 2004 5:51 am
Re: Stuffcmd Sound Fade
leileilol wrote:But LOCAL sounds! Like say, death beep, hit noise or something
O_O How did you know? Both of those are exactly what I was using it for.. :O Lol.
- DusterdooSmock
- Posts: 170
- Joined: Thu Aug 19, 2010 9:58 pm
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