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ent_playsound() not working correctly revisited
#296332
10/30/09 23:52
10/30/09 23:52
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Joined: Oct 2002
Posts: 2,256 Oz
Locoweed
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Hi jcl,
After updated audio drivers and not seeing the HEADRELITIVE in the acklog.txt, 3DGS 3d sound still doesn't work with this audio card and many others we have tested: Creative SB X-Fi Extreme Gamer 5.1 audio card
The ent_playsound() always stays at same position and volumn on the 5.1 system where it was created, no matter if the entities or camera moves. That is the issue.
Only using one view, the camera, so that isn't the issue.
Doesn't matter much I guess, going to write a DLL with a sound system that I have tested and we knows works on every sound card we have tested, but wanted to let you know.
Thanks, Loco
Professional A8.30 Spoils of War - East Coast Games
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Re: ent_playsound() not working correctly revisited
[Re: Spirit]
#296626
11/02/09 03:19
11/02/09 03:19
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Joined: Oct 2002
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I think it was always this way, ent_playsound stays at the same position, its a oneshot sound and does not move with the entity. But ent_playloop does move with the entity. Its the same here. You just need ent_playloop. I think thats also mentioned in the manual. Yeah, sorry, I meant ent_playloop(), my bad.
Professional A8.30 Spoils of War - East Coast Games
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Re: ent_playsound() not working correctly revisited
[Re: jcl]
#296988
11/04/09 07:51
11/04/09 07:51
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Joined: Oct 2002
Posts: 2,256 Oz
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Hi jcl,
We do have many dll's that definately would affect DirectX, we have integrated SpeedTree and a lot stuff like that, but nothing that should directly affect DirectSound that I can think of.
It could be our dll's I guess, we have a few of those for sure. I might do some test with a simple program minus all the dll's if I have time. It could be the dll's causing the problem, but not going to get rid of all our dll's for our game to get 3DGS sound working, but if I have time will check if that is problem. That could be a possibility for sure I guess.
Thanks, Loco
Professional A8.30 Spoils of War - East Coast Games
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