Re: [hlcoders] Sound only playing when player is not touching the ground

2008-09-01 Thread Ryan Sheffer
'this' is the weapon itself, so perhaps when it adds players by PVS, it
doesn't find your player because the player isn't in the weapons PVS.

On Mon, Sep 1, 2008 at 3:00 PM, Garrett <[EMAIL PROTECTED]> wrote:

> Aha, got it to work by doing CPASAttenuationFilter filter( GetPlayerOwner()
> );
> Though it makes me kinda wonder what it was about filter( this ) that
> didn't always work correctly.
>
>
>
> - Original Message 
> From: Ryan Sheffer <[EMAIL PROTECTED]>
> To: Discussion of Half-Life Programming 
> Sent: Monday, September 1, 2008 4:41:07 PM
> Subject: Re: [hlcoders] Sound only playing when player is not touching the
> ground
>
> I only have suggestions but they are worth a try.
> Change your CPASAttenuationFilter filter( this ); filter to NULL or a
> filter
> which has no rules to see if its a bad filter, and if that's the problem
> then figure out what isn't passing.
> If its not that then check if CHAN_STATIC is causing the problem, change it
> to CHAN_WEAPON for example.
>
> On Mon, Sep 1, 2008 at 12:32 PM, Garrett <[EMAIL PROTECTED]> wrote:
>
> > 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  >
> > 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
> > >
> > >
> > >
> > >
> > > ___
> > > To unsubscribe, edit your list preferences, or view the
> > > list archives, please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >

Re: [hlcoders] Sound only playing when player is not touching the ground

2008-09-01 Thread Garrett
Aha, got it to work by doing CPASAttenuationFilter filter( GetPlayerOwner() );
Though it makes me kinda wonder what it was about filter( this ) that didn't 
always work correctly.



- Original Message 
From: Ryan Sheffer <[EMAIL PROTECTED]>
To: Discussion of Half-Life Programming 
Sent: Monday, September 1, 2008 4:41:07 PM
Subject: Re: [hlcoders] Sound only playing when player is not touching the 
ground

I only have suggestions but they are worth a try.
Change your CPASAttenuationFilter filter( this ); filter to NULL or a filter
which has no rules to see if its a bad filter, and if that's the problem
then figure out what isn't passing.
If its not that then check if CHAN_STATIC is causing the problem, change it
to CHAN_WEAPON for example.

On Mon, Sep 1, 2008 at 12:32 PM, Garrett <[EMAIL PROTECTED]> wrote:

> 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 
> 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
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> > list archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
~Ryan
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Re: [hlcoders] Sound only playing when player is not touching the ground

2008-09-01 Thread Ryan Sheffer
I only have suggestions but they are worth a try.
Change your CPASAttenuationFilter filter( this ); filter to NULL or a filter
which has no rules to see if its a bad filter, and if that's the problem
then figure out what isn't passing.
If its not that then check if CHAN_STATIC is causing the problem, change it
to CHAN_WEAPON for example.

On Mon, Sep 1, 2008 at 12:32 PM, Garrett <[EMAIL PROTECTED]> wrote:

> 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 
> 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
> >
> >
> >
> >
> > ___
> > To unsubscribe, edit your list preferences, or view the
> > list archives, please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>
>
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


-- 
~Ryan
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Re: [hlcoders] Sound only playing when player is not touching the ground

2008-09-01 Thread Garrett
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 
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
> 
> 
> 
>  
> ___
> To unsubscribe, edit your list preferences, or view the
> list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders


  

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Re: [hlcoders] Sound only playing when player is not touching the ground

2008-08-31 Thread Adam "amckern" McKern
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
> 
> 
> 
>   
> ___
> To unsubscribe, edit your list preferences, or view the
> list archives, please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders


  

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[hlcoders] Sound only playing when player is not touching the ground

2008-08-31 Thread Garrett
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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