-- [ 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 > > > > _______________________________________________ > > 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

