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ent_playsound / ent_playloop sound volume #263562
04/30/09 13:17
04/30/09 13:17
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
Serious User
pegamode  Offline OP
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
Hi,

ent_playsound and ent_playloop calculate the sound volume and direction by using the distance between the entity and the camera.

It would be great if it would be possible to do the same for the distance between the entity that is playing the sound and another entity in the level (for example the current player).

Something like this:

ent_playsound (ENTITY*, SOUND*, var volume, ENTITY*);

Regards,
Pegamode.

Re: ent_playsound / ent_playloop sound volume [Re: pegamode] #263563
04/30/09 13:20
04/30/09 13:20
Joined: Jul 2000
Posts: 27,935
Frankfurt
jcl Offline

Chief Engineer
jcl  Offline

Chief Engineer

Joined: Jul 2000
Posts: 27,935
Frankfurt
This would not be possible per-sound, but only per-level. The sound listener has the same position for all sounds.

For using a player as a listener, put a not visible view with AUDIBLE flag at the player position. Reset the AUDIBLE flag of the camera view.

Re: ent_playsound / ent_playloop sound volume [Re: jcl] #263565
04/30/09 13:25
04/30/09 13:25
Joined: Feb 2006
Posts: 1,011
Germany
pegamode Offline OP
Serious User
pegamode  Offline OP
Serious User

Joined: Feb 2006
Posts: 1,011
Germany
Ok ... I'll give that a try.

Thanks for the fast reply.


Moderated by  aztec, Spirit 

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