Hmm...apparently Yahoo mail doesn't like to reply to the list anymore when I 
hit reply.  So I couldn't find anything particularly interesting in 
CSoundPatch.  I also did some more testing, and things just got more confusing. 
 Apparently, the sound will work when I'm standing on some surfaces, but not on 
others.  I wasn't able to find any sort of pattern among the surfaces it did 
work on versus the surfaces it doesn't work on.



----- Original Message ----
From: "Adam "amckern" McKern" <[EMAIL PROTECTED]>
To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com>
Sent: Sunday, August 31, 2008 4:40:02 PM
Subject: Re: [hlcoders] Sound only playing when player is not touching the 
ground

Have you checked the code behind m_sndCannonCharge???

Might be something there.

Adam

--------
Owner Nigredo Studios http://www.nigredostudios.com


--- On Mon, 9/1/08, Garrett <[EMAIL PROTECTED]> wrote:

> From: Garrett <[EMAIL PROTECTED]>
> Subject: [hlcoders] Sound only playing when player is not touching the ground
> To: hlcoders@list.valvesoftware.com
> Date: Monday, September 1, 2008, 6:45 AM
> Hi,
> So I'm trying to give a weapon a charge up sound like
> the gauss gun on the jeep, and so I pretty much just copied
> and pasted the relevant bits of code to play the sound. 
> However, the sound will only play when the player starts
> shooting while they aren't touching the ground.  If the
> player is touching the ground, the sound doesn't play. 
> Well, actually, it claims the sound is playing, but I never
> hear it.
> 
> CPASAttenuationFilter filter( this );
> m_sndCannonCharge =
> (CSoundEnvelopeController::GetController()).SoundCreate(
> filter, entindex(), CHAN_STATIC,
> "Tau.GaussCharge", ATTN_NORM );
> 
> assert(m_sndCannonCharge!=NULL);
> if ( m_sndCannonCharge != NULL )
> {
>     DevMsg( "Playing sound\n" );
>     (CSoundEnvelopeController::GetController()).Play(
> m_sndCannonCharge, 1.0f, 50 );
>    
> (CSoundEnvelopeController::GetController()).SoundChangePitch(
> m_sndCannonCharge, 250, 3.0f );
> }
> 
> The relevant soundscript entry:
> "Tau.GaussCharge"
> {
>     "channel"        "CHAN_STATIC"
>     "volume"        "VOL_NORM"
>     "soundlevel"    "SNDLVL_NORM"
>     "wave"      
> ")weapons/gauss/chargeloop.wav"
> }
> 
> I've tried using a couple different channels for the
> sound, but with no luck.  Any ideas what I might be doing
> wrong?
> 
> Garrett
> 
> 
> 
>      
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