Ambient generic: stop and toggle fix: Difference between revisions
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(Made it more clear for anyone that wants to fix the sound bug.) |
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Insert the code that is highlighted in red, into the <code>CAmbientGeneric::SendSound</code>, located in | Insert the code that is highlighted in red, into the <code>CAmbientGeneric::SendSound</code>, located in ''src\game\server\'''''sound.cpp''' (Line 878) to overcome the Sound bug. | ||
if ( pSoundSource ) | if ( pSoundSource ) |
Revision as of 10:08, 9 July 2018
Insert the code that is highlighted in red, into the CAmbientGeneric::SendSound
, 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.