Re: [hlcoders] Mouth movement for voice

2003-02-27 Thread laurie . cheers
> > 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

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Mazor
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.

Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread botman
> 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

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Adrian Finol
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: [

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Mazor
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

Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread Sebastian Steinlechner
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

Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread botman
> 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'

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Mazor
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

Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread botman
> 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 >

[hlcoders] Mouth movement for voice

2003-02-25 Thread Mazor
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] 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