Moderator elections are being held. See Valve Developer Community:Moderator elections for more details.
Users who would like to run for moderator must be autoconfirmed and have at least 100 edits. Users can check their own edit count at Special:Preferences.

Ambient generic: stop and toggle fix

From Valve Developer Community
Jump to: navigation, search

Insert the code that is highlighted, into the CAmbientGeneric::SendSound( SoundFlags_t flags), located in src\game\server\sound.cpp (line 878) to overcome the Sound bug:

	if ( pSoundSource )
	{
		if ( flags == SND_STOP )
		{
			UTIL_EmitAmbientSound(pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(), szSoundFile, 
						0, SNDLVL_NONE, flags, 0);
			m_fActive = false;
		}
		else
		{
			UTIL_EmitAmbientSound(pSoundSource->GetSoundSourceIndex(), pSoundSource->GetAbsOrigin(), szSoundFile, 
				(m_dpv.vol * 0.01), m_iSoundLevel, flags, m_dpv.pitch);

			// Only mark active if this is a looping sound.
			// If not looping, each trigger will cause the sound to play.
			// If the sound is still playing from a previous trigger press, 
			// it will be shut off and then restarted.
			if ( m_fLooping )
				m_fActive = true;
		}
	}	
	else
	{
		if ( ( flags == SND_STOP ) && 
			( m_nSoundSourceEntIndex != -1 ) )
		{
			UTIL_EmitAmbientSound(m_nSoundSourceEntIndex, GetAbsOrigin(), szSoundFile, 
					0, SNDLVL_NONE, flags, 0);
			m_fActive = false;
		}
	}

This moves the job of setting m_fActive to the very top of the chain, denying any ambient_generic function wriggle room to escape it!

This opens up the use of the volume and pitch inputs, and allows you to safely start a sound with a map.

See also