On this subject, I was trying to fix ambient_generic's "play everywhere"
flag a while ago. It seems that executing EmitSound on the client is the
way to go, but I can't in my ignorance work out how I would go about
doing that. I'd need to network it for a start, right?

Tom Edwards 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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