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snd_vol, snd_balance, snd_freq, snd_kill, snd_3d
#185137
02/23/08 00:06
02/23/08 00:06
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
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OP
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Joined: Jul 2001
Posts: 6,904
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I would like to have some more control over sounds. These are my suggestions: - snd_vol: returns the current volume of the sound with the passed handle
- snd_balance: returns the current balance value of the sound with the passed handle
- snd_freq: returns the current frequency of the sound with the passed handle
- snd_kill: terminates all playing sounds of the passed SOUND*
- snd_3D: similar to ent_playsound, the sound will be played at a position in 3D space. The sound will be stationary while it is playing and isn't in relation to any entity.
Regards, Christian
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Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_
[Re: HeelX]
#185138
02/23/08 00:36
02/23/08 00:36
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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i second that. some really good suggestions coming out of heelx lately. does this have something to do with your work on rudi?
julz
Formerly known as JulzMighty. I made KarBOOM!
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Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_
[Re: HeelX]
#185140
02/23/08 00:39
02/23/08 00:39
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
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Posts: 3,538
WA, Australia
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lol. exciting! my lips are sealed.
Formerly known as JulzMighty. I made KarBOOM!
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Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_
[Re: FBL]
#185142
02/26/08 08:26
02/26/08 08:26
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Joined: Dec 2006
Posts: 1,086 Queensland - Australia
Nidhogg
Serious User
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Serious User
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
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Sound improvement has been requested at least 3 or 4 times before..
jcl replied with something along the lines of, "Sound engine improvement has been planned for future development."
Windows XP SP3 Intel Dual Core CPU: E5200 @ 2.5GHz 4.00GB DDR3 Ram ASUS P5G41T-M LX PCIE x16 GeForce GTS 450 1Gb SB Audigy 4 Spyware Doctor with AntiVirus
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Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_
[Re: HeelX]
#185143
02/27/08 14:51
02/27/08 14:51
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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Posts: 6,904
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I have to throw in some other suggestions (in bold letters): - snd_vol: returns the current volume of the sound with the passed handle
- snd_balance: returns the current balance value of the sound with the passed handle
- snd_freq: returns the current frequency of the sound with the passed handle
- snd_kill: terminates all playing sounds of the passed SOUND*
- snd_3D: similar to ent_playsound, the sound will be played at a position in 3D space. The sound will be stationary while it is playing and isn't in relation to any entity.
- snd_length: returns the length of a sound in seconds
- snd_lengthMs: returns the length of the sound in milliseconds
- snd_time: returns a percentage between 0..100% at which time-position the audio cursor is
- media_*: all above suggested snd instructions also available für media-streams
Cheers Christian
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Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_
[Re: HeelX]
#185144
02/29/08 15:17
02/29/08 15:17
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
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Joined: Jul 2001
Posts: 6,904
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Another two: - snd_samplingrate - returns the sampling rate of a sound
- snd_falloff - sets the falloff factor of the passed SOUND*, including the distance of permanent 100% volume and an additional distance in which the sound is linearily faded out
Last edited by HeelX; 02/29/08 15:18.
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Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_
[Re: HeelX]
#185145
03/01/08 14:21
03/01/08 14:21
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Joined: Jul 2001
Posts: 6,904
HeelX
OP
Senior Expert
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OP
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Joined: Jul 2001
Posts: 6,904
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Three additional ones (bolded): - snd_vol: returns the current volume of the sound with the passed handle
- snd_balance: returns the current balance value of the sound with the passed handle
- snd_freq: returns the current frequency of the sound with the passed handle
- snd_kill: terminates all playing sounds of the passed SOUND*
- snd_3D: similar to ent_playsound, the sound will be played at a position in 3D space. The sound will be stationary while it is playing and isn't in relation to any entity.
- snd_length: returns the length of a sound in seconds
- snd_lengthMs: returns the length of the sound in milliseconds
- snd_time: returns a percentage between 0..100% at which time-position the audio cursor is
- media_*: all above suggested snd instructions also available für media-streams
- snd_samplingrate - returns the sampling rate of a sound
- snd_falloff - sets the falloff factor of the passed SOUND*, including the distance of permanent 100% volume and an additional distance in which the sound is linearily faded out
- snd_file - returns the filename of the sound
- snd_isLoaded - returns if the passed filename is already loaded as SOUND*. If it has been loaded previously, the SOUND* will be returned, otherwise NULL
- snd_next - takes a SOUND* and a handle. If handle is == 0, snd_next returns the first running instance of the passed SOUND* as handle. If handle is != 0, the next running instance of the SOUND* is returned
Last edited by HeelX; 03/01/08 14:24.
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