> > Then how did CS manage to do it?
> >
> > If I'm not mistaken, if you hooked the engine audio, wouldn't
> > you be hooking EVERYTHING? I just want the mouths to move
> > when someone uses voice communication.
>
> I believe the engine will do this by default for 'monster' type
> entities (pev->fl
ry 26, 2003 2:19 PM
To: [EMAIL PROTECTED]
Subject: RE: [hlcoders] Mouth movement for voice
Then how did CS manage to do it?
If I'm not mistaken, if you hooked the engine audio, wouldn't you be
hooking EVERYTHING? I just want the mouths to move when someone uses
voice communication.
> Then how did CS manage to do it?
>
> If I'm not mistaken, if you hooked the engine audio, wouldn't you be
> hooking EVERYTHING? I just want the mouths to move when someone uses
> voice communication.
I believe the engine will do this by default for 'monster' type entities
(pev->flags = FL_MONSTE
bject: RE: [hlcoders] Mouth movement for voice
Then how did CS manage to do it?
If I'm not mistaken, if you hooked the engine audio, wouldn't you be
hooking EVERYTHING? I just want the mouths to move when someone uses
voice communication.
-Cale
-Original Message-
From: [
Of botman
Sent: Wednesday, February 26, 2003 3:53 PM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Mouth movement for voice
> Well, I meant 'I can figure out how to move the mouth without sound'.
I
> have no idea how to hook the audio stream... that's what I needed help
> w
Hallo,
Wednesday, February 26, 2003, 22:52,
botman <[EMAIL PROTECTED]> wrote:
> I think I remember a post by Yahn on the topica.com discussion from a few
> years ago where someone asked about how to override the engine audio output
> and Yahn posted some code that showed how it might be done.
Th
> Well, I meant 'I can figure out how to move the mouth without sound'. I
> have no idea how to hook the audio stream... that's what I needed help
> with.
AFAIK, there is no interface between the engine and the game DLL (or client
DLL) to allow you to modify or monitor the audio data stream.
You'
6, 2003 8:02 AM
To: [EMAIL PROTECTED]
Subject: Re: [hlcoders] Mouth movement for voice
> I think I can figure out how to get the mouth to move (without the use
> of voice), but I need to somehow tie the voice in to how wide the
mouth
> opens up, similar to CS. well, ok, exactly like CS. I
> I think I can figure out how to get the mouth to move (without the use
> of voice), but I need to somehow tie the voice in to how wide the mouth
> opens up, similar to CS. well, ok, exactly like CS. I looked all over on
> the client side (and server) for anything that tells how loud the player
>
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I think I can figure out how to get the mouth to move (without the use
of voice), but I need to somehow tie the voice in to how wide the mouth
opens up, similar to CS. well, ok, exactly like CS. I looke
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