Have you checked the code behind m_sndCannonCharge??? Might be something there.
Adam -------- Owner Nigredo Studios http://www.nigredostudios.com --- On Mon, 9/1/08, Garrett <[EMAIL PROTECTED]> wrote: > From: Garrett <[EMAIL PROTECTED]> > Subject: [hlcoders] Sound only playing when player is not touching the ground > To: [email protected] > Date: Monday, September 1, 2008, 6:45 AM > Hi, > So I'm trying to give a weapon a charge up sound like > the gauss gun on the jeep, and so I pretty much just copied > and pasted the relevant bits of code to play the sound. > However, the sound will only play when the player starts > shooting while they aren't touching the ground. If the > player is touching the ground, the sound doesn't play. > Well, actually, it claims the sound is playing, but I never > hear it. > > CPASAttenuationFilter filter( this ); > m_sndCannonCharge = > (CSoundEnvelopeController::GetController()).SoundCreate( > filter, entindex(), CHAN_STATIC, > "Tau.GaussCharge", ATTN_NORM ); > > assert(m_sndCannonCharge!=NULL); > if ( m_sndCannonCharge != NULL ) > { > DevMsg( "Playing sound\n" ); > (CSoundEnvelopeController::GetController()).Play( > m_sndCannonCharge, 1.0f, 50 ); > > (CSoundEnvelopeController::GetController()).SoundChangePitch( > m_sndCannonCharge, 250, 3.0f ); > } > > The relevant soundscript entry: > "Tau.GaussCharge" > { > "channel" "CHAN_STATIC" > "volume" "VOL_NORM" > "soundlevel" "SNDLVL_NORM" > "wave" > ")weapons/gauss/chargeloop.wav" > } > > I've tried using a couple different channels for the > sound, but with no luck. Any ideas what I might be doing > wrong? > > Garrett > > > > > _______________________________________________ > 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

