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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
Joined: Jul 2001
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HeelX Offline OP
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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

Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: HeelX] #185138
02/23/08 00:36
02/23/08 00:36
Joined: Mar 2006
Posts: 3,538
WA, Australia
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JibbSmart Offline
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WA, Australia
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!
Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: JibbSmart] #185139
02/23/08 00:37
02/23/08 00:37
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HeelX Offline OP
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Nope. It has to do with emos and fairies, but.. shhhh!

Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: HeelX] #185140
02/23/08 00:39
02/23/08 00:39
Joined: Mar 2006
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WA, Australia
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JibbSmart Offline
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WA, Australia
lol. exciting! my lips are sealed.


Formerly known as JulzMighty.
I made KarBOOM!
Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: JibbSmart] #185141
02/23/08 12:22
02/23/08 12:22
Joined: Sep 2003
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FBL Offline
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Emos are only 2d! no need for 3d sound!

Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: FBL] #185142
02/26/08 08:26
02/26/08 08:26
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
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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."


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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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HeelX Offline OP
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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

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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HeelX Offline OP
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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.
Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: HeelX] #185145
03/01/08 14:21
03/01/08 14:21
Joined: Jul 2001
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HeelX Offline OP
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HeelX  Offline OP
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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.
Re: snd_vol, snd_balance, snd_freq, snd_kill, snd_ [Re: HeelX] #185146
03/07/08 13:07
03/07/08 13:07
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Posts: 6,904
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HeelX Offline OP
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*bump*

Will that be adressed in the near future?

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