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ent_playsound volume range #388042
11/27/11 15:09
11/27/11 15:09
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline OP
Senior Expert
HeelX  Offline OP
Senior Expert
H

Joined: Jul 2001
Posts: 6,904
Hi,

can you please make the volume/range characteristic of played entity sounds more customizable? You can have only 1000 quants as hearable distance, well, this is pretty much nothing! I am crashing very hard logs against very large pieces of metal and as soon as I orbit my camera a bit away, I can hear nothing, and, in the next moment, it is ultra-loud. Why did you limited to that?

Can you please change the behaviour? Like

ent_playsound(ENTITY*, SOUND*, var rangeMaxVolume, var rangeZeroVolume);

so that I could say e.g. in the range of x <= 256 quants it is 100% volume and in the range x >= 4000 quants it is 0% volume and inbetween the volume is linearily faded.

Best regards,
-Christian

Re: ent_playsound volume range [Re: HeelX] #388043
11/27/11 15:15
11/27/11 15:15
Joined: Nov 2011
Posts: 29
G
GreenDeveloper Offline
Newbie
GreenDeveloper  Offline
Newbie
G

Joined: Nov 2011
Posts: 29
Good idea.!


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Re: ent_playsound volume range [Re: GreenDeveloper] #388048
11/27/11 16:45
11/27/11 16:45
Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
Harry Potter Offline
Expert
Harry Potter  Offline
Expert

Joined: Dec 2002
Posts: 3,363
Vindobona (Ostarichi)
+1

Re: ent_playsound volume range [Re: Harry Potter] #388071
11/27/11 22:24
11/27/11 22:24
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Yes, please! And while you're at it, please add the possibility to pass NULL as entity pointer (as previously discussed).


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Re: ent_playsound volume range [Re: Superku] #388077
11/27/11 22:52
11/27/11 22:52
Joined: Aug 2008
Posts: 394
Germany
Benni003 Offline
Senior Member
Benni003  Offline
Senior Member

Joined: Aug 2008
Posts: 394
Germany
yes, this would be great. In my game I had to write my own function to set the volume of a sound dependent to the player distance. It woult be much more easier to do what HeelX say's.

Re: ent_playsound volume range [Re: Benni003] #388089
11/28/11 03:24
11/28/11 03:24
Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Nidhogg Offline
Serious User
Nidhogg  Offline
Serious User

Joined: Dec 2006
Posts: 1,086
Queensland - Australia
Another vote for this as well thanks.


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Re: ent_playsound volume range [Re: Nidhogg] #388091
11/28/11 06:29
11/28/11 06:29
Joined: May 2009
Posts: 5,370
Caucasus
3run Offline
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3run  Offline
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Joined: May 2009
Posts: 5,370
Caucasus
+1


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Re: ent_playsound volume range [Re: 3run] #388177
11/29/11 10:45
11/29/11 10:45
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
I don't think that there is a range restriction in that function. You can set the range as high as you want. The 10,000 quants limit was for sending this function over the network only.

Re: ent_playsound volume range [Re: jcl] #388179
11/29/11 11:17
11/29/11 11:17
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
Senior Expert

Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Even if there's no range restriction, IMO the sound usually is too quiet when you're not near the entity. Thus HeelX' request would be a very welcome addition:
Quote:
so that I could say e.g. in the range of x <= 256 quants it is 100% volume and in the range x >= 4000 quants it is 0% volume and inbetween the volume is linearily faded.



"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: ent_playsound volume range [Re: Superku] #388187
11/29/11 14:18
11/29/11 14:18
Joined: Jul 2000
Posts: 27,986
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,986
Frankfurt
Ok, I'll check why it is too quiet. If there's a reason it will be fixed - and we'll also add a possibility to set the range separately from the volume.

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