Hi Jan

Sorry if this is late, but looking at the design of UTIL_EmitSoundSuit, it uses 
a CPASAttenuationFilter which will attempt to send the sound to all players 
within audible range, which is probably why you can hear the sound if you are 
close enough to the player. To fix it, replace the CPASAttentuationFilter with 
a CSingleUserRecipientFilter.

A CSingleUserRecipientFilter expects a CBasePlayer in the constructor, so cast 
to a player at GetContainingEntity( entity ).

Peter

Date: Mon, 13 Oct 2014 20:30:07 +0200
From: [email protected]
To: [email protected]
Subject: Re: [hlcoders] Sound issues


  
    
  
  
    Hi Jan,

      

      regarding your first issue I can say that Source SDK Base 2007 has
      the same issue. We had this issue in our Mod a couple of times a
      few weeks before you posted your message. I have not yet
      investigated it though.

      

      Ben

      

      On 18.08.2014 16:07, Jan Hartung wrote:

    
    
      
      
      
      
        Hi list,
         
        Some weird things are
            going on with the sound in our SDK 2013 MP based mod. First,
            there is a map with a looped sound in it, the entity is
            placed in the center of the map and can be heard everywhere
            (it’s a small map and the volume is high enough). Now, it
            sometimes happens that when I kill a bot, this sound’s
            origin jumps to the place where I currently am. It may jump
            to its original position when the next round starts or stays
            there for a few rounds. At times, not related to any kill,
            the sound also duplicates, so you can hear it twice while
            the two “copies” are out of sync.
         
        The second thing is that
            we got an announcer in the game, so there are sounds which
            are played to every player. We loop through the players and
            use UTIL_EmitSoundSuit in order to do so. The announcer
            received an overhaul just recently, which also added
            multiple sounds for the same event, which are set up as
            rndwave in the sound script. Since then I notice, that
            whenever I stand close enough to another player, I can hear
            the announcer’s line, which is played to the other player.
            However, UTIL_EmitSoundSuit is supposed to play a sound
            audible to the player itself, judging by the function’s
            comment.
         
        Has anyone seen these
            issues?
         
        Jan
        
      
    
  


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