Ambient generic: stop and toggle fix: Difference between revisions
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GamerDude27 (talk | contribs) (Made it even more clear) |
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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- | <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. | // 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 ) | 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.