-- [ Picked text/plain from multipart/alternative ] For world based things that our players say I use the EmitSound( "sound.name", soundTime, &duration ); as Tom mentioned, I'm fairly sure duration there just passes back how long the sound will take to play and soundTime is how far into the sound to start, I think, since I always pass 0.0 for it and no issues so far.
On the local player, for things they only, in some cases breathing and such I just use EmitSound( "sound.name" ); Then for our win and lose music we actually use the user message "SendAudio" with a string parameter that is the sound name. This in turn does essentially the same thing as what the second one does there afaik. Beyond that the only other EmitSound I use is the one that takes a filter, in most cases just a prediction filter that omits your local player on the server call. -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

