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Re: ent_playsound on moving entities
[Re: painkiller]
#463742
12/23/16 14:21
12/23/16 14:21
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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I think that doesn't seem to work, at least on my computer. I tried to add a pXent_move call but still got the problem. Did you try it on the demo I uploaded? , I tried it many times but I cannot get it working in your script. I do know there is a lot of differences between our scripts, but mine is getting quite big so it could be alot of things. If Superku's solution doesn't work out you could take a look at 3run's physx code on this forum, I used that as a base for the physx parts of my script. Probably some variable is different
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Re: ent_playsound on moving entities
[Re: Reconnoiter]
#463743
12/23/16 16:08
12/23/16 16:08
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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I think that doesn't seem to work, at least on my computer. I tried to add a pXent_move call but still got the problem. Did you try it on the demo I uploaded? , I tried it many times but I cannot get it working in your script. I do know there is a lot of differences between our scripts, but mine is getting quite big so it could be alot of things. If Superku's solution doesn't work out you could take a look at 3run's physx code on this forum, I used that as a base for the physx parts of my script. Probably some variable is different hmm in your code based on the 3run's demo you are using shade-c evo, aren't you? because I think that is related. Anyway this is very strange indeed. I think I will use Superku solution for now as this is getting me a bit crazy, I've tested it also changing the volume depending of the distance and works fine. Thanks for the help
Last edited by painkiller; 12/23/16 16:09.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: ent_playsound on moving entities
[Re: Reconnoiter]
#463746
12/23/16 21:17
12/23/16 21:17
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Joined: May 2009
Posts: 5,370 Caucasus
3run
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After playing for a while with your demo (painkilled), I found out that evil comes from sc_setup (just comment it in main and you'll see that sound works correctly), at the end I could only strip down your demo to this functions: sc_materials_init(); sc_gBuffer_init(screen, SC_GBUFFER_DEFERRED, screen.settings.bitdepthGBuffer); sc_deferredLighting_init(screen, 1, screen.settings.bitdepthLBuffer); sc_forward_init(screen, SC_FORWARD_PASSTHROUGH); // option 2 They are called in sc_setup(SC_SCREEN* screen) (wrapper.c), seems that problem is in one of them.. I played a little bit with views in those files, but with no luck. Greets
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Re: ent_playsound on moving entities
[Re: 3run]
#463747
12/23/16 21:36
12/23/16 21:36
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Joined: Dec 2011
Posts: 1,823 Netherlands
Reconnoiter
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Bingo, with 3run's post I found the problem, do this:
sc_screen_default.settings.forward.enabled = 1;
Seems that the deferred pipeline was the culprit. So that is why the sounds worked in my script cause I turned it off already so particles would work in my script.
Last edited by Reconnoiter; 12/23/16 21:39.
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Re: ent_playsound on moving entities
[Re: Reconnoiter]
#463787
12/27/16 17:10
12/27/16 17:10
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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wow thanks Reconnoiter and 3run!! setting forward renderer to 1 solved the problem indeed
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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Re: ent_playsound on moving entities
[Re: txesmi]
#463802
12/29/16 11:04
12/29/16 11:04
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Joined: Aug 2009
Posts: 1,438 Spain
painkiller
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Hi, looking to the solution it could have something to do with the AUDIBLE view flag set or missing on the main camera or one of the renderer view chains...
Salud! I tried to find issues with the AUDIBLE flag but I didn't find anything wrong in the shade-c code.
3D Gamestudio A8 Pro AMD FX 8350 4.00 Ghz 16GB RAM Gigabyte GeForce GTX 960 4GB
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