You shouldn't need to do anything code wise. Does your model has a controller called mouth? That should be all you need to get voice comm to do what you want.
-----Original Message----- From: Mazor [mailto:[EMAIL PROTECTED] Sent: Wednesday, February 26, 2003 2:19 PM To: [EMAIL PROTECTED] Subject: RE: [hlcoders] Mouth movement for voice Then how did CS manage to do it? If I'm not mistaken, if you hooked the engine audio, wouldn't you be hooking EVERYTHING? I just want the mouths to move when someone uses voice communication. -Cale -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of botman Sent: Wednesday, February 26, 2003 3:53 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Mouth movement for voice > Well, I meant 'I can figure out how to move the mouth without sound'. I > have no idea how to hook the audio stream... that's what I needed help > with. AFAIK, there is no interface between the engine and the game DLL (or client DLL) to allow you to modify or monitor the audio data stream. You'll have to create your own audio output routines and use those instead of letting the engine play the audio. I think I remember a post by Yahn on the topica.com discussion from a few years ago where someone asked about how to override the engine audio output and Yahn posted some code that showed how it might be done. Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders