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 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
 {
 channelCHAN_STATIC
 volumeVOL_NORM
 soundlevelSNDLVL_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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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 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
  {
  channelCHAN_STATIC
  volumeVOL_NORM
  soundlevelSNDLVL_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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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 hlcoders@list.valvesoftware.com
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 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
  {
  channelCHAN_STATIC
  volumeVOL_NORM
  soundlevelSNDLVL_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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  list archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders




 ___
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~Ryan
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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 hlcoders@list.valvesoftware.com
 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 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
   {
   channelCHAN_STATIC
   volumeVOL_NORM
   soundlevelSNDLVL_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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   list archives, please visit:
   http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
 
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  please visit:
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  please visit:
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 --
 ~Ryan
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 please visit:
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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
 {
 channelCHAN_STATIC
 volumeVOL_NORM
 soundlevelSNDLVL_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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