Does this work with a Single Player instance as well?
Im thinking of a pretty basic AI script that would react to someone
speaking.
Yahn Bernier wrote:
You should be able to tweak the spatialization of sounds from a player
using:
bool C_BaseEntity::GetSoundSpatialization( SpatializationInfo_t& info )
.
Just implement the virtual method for each player
(C_BasePlayer::GetSoundSpatialization) and examine the info variable for
CHAN_VOICE or the sfx name ( I think the voice playback has a special
tag/name ).
Yahn
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of <SB> Childe
Roland
Sent: Thursday, December 02, 2004 3:41 PM
To: [EMAIL PROTECTED]
Subject: [hlcoders] Fwd: Voice Chat related
---------- Forwarded message ----------
From: <SB> Childe Roland <[EMAIL PROTECTED]>
Date: Thu, 2 Dec 2004 17:37:33 -0600
Subject: Voice Chat related
To: [EMAIL PROTECTED]
I do not yet have the SDK (getting HL2 for christmas), but I have a
question about the possibilities with it. If the developers or anyone
who has looke the SDK over has an answer, I would be very grateful.
Is it possible to fix the Voice (coming over the built in voice chat) to
a specific place in the game world? By this I mean, could I have a room
where everyone's voice comes, and you just need to be nearby to hear it?
Also, could I set this location to a player, so that it seams as if the
voice is coming from their specific location and gets softer the farther
away from them you are?
--
====================
<SB> Childe Roland
"I will show you fear in a handful of jelly beans."
--
====================
<SB> Childe Roland
"I will show you fear in a handful of jelly beans."
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