Ambient generic: stop and toggle fix: Difference between revisions

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(Made it even more clear)
mNo edit summary
 
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Insert the code that is highlighted, into the <code>CAmbientGeneric::SendSound( SoundFlags_t flags)</code>, located in '''src\game\server\sound.cpp''' (line 878) to overcome the Sound bug:
Insert the code that is highlighted, into the <code>CAmbientGeneric::SendSound( SoundFlags_t flags)</code>, located in '''src\game\server\sound.cpp''' (line 878) to overcome the Sound bug:
<source lang=cpp highlight=7,14-20,30>
<source lang=cpp highlight=7,14-19,29>
if ( pSoundSource )
if ( pSoundSource )
{
{
Line 14: Line 14:
(m_dpv.vol * 0.01), m_iSoundLevel, flags, m_dpv.pitch);
(m_dpv.vol * 0.01), m_iSoundLevel, flags, m_dpv.pitch);


// Only mark active if this is a looping sound. If not looping, each
// Only mark active if this is a looping sound.
// trigger will cause the sound to play. If the sound is still
// If not looping, each trigger will cause the sound to play.
// playing from a previous trigger press, it will be shut off
// If the sound is still playing from a previous trigger press,  
// and then restarted.
// it will be shut off and then restarted.
 
if ( m_fLooping )
if ( m_fLooping )
m_fActive = true;
m_fActive = true;
Line 35: Line 34:
</source>
</source>


This moves the job of setting <code>m_fActive</code> 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.
This moves the job of setting <code>m_fActive</code> 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 ==
== See also ==

Latest revision as of 19:49, 13 September 2020

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