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[ Picked text/plain from multipart/alternative ]
You could make each client run a play command locally:

engine->ClientCommand( pPlayer->edict(), "play game/sound.mp3\n" );


On 3/7/08, Tom Edwards <[EMAIL PROTECTED]> wrote:
>
> The simplest overload I can find is this one:
>
> void    EmitSound( const char *soundname, float soundtime = 0.0f, float
> *duration = NULL )
>
> It's used by the playgamesound convar. I've no idea what the difference
> between soundtime and duration is though. :-s
>
>
>
>
> Jed wrote:
> > Hey all.
> >
> > I want to play a sound file on a game event handled in my gamerules
> > file. I just want to play it normally for each player with no apparent
> > source - basically like a global sound.
> >
> > I know I want the EmitSound function ( or at least I *think* I do :) )
> > but it's got quite a few differnt constructs and for the life of me I
> > can't find the "simple" version to do what I want.
> >
> > So how should I call EmitSound to just play a WAV or MP3 file once
> > from gamerules with no origin, i.e. like a soundtrack?
> >
> > - Jed
> >
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> >
> >
> >
>
>
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