Actually... I am not entirely sure what's going on.

I added this to my code:

int effect = random->RandomInt( 32, 34 );

CSingleUserRecipientFilter user( pPlayer );
enginesound->SetPlayerDSP( user, effect, false );

but this seems to do nothing... Is there something I have to do before or
after this?

Thanks,
Aditya

On Sat, Feb 28, 2009 at 10:15 AM, Aditya Gaddam <[email protected]>wrote:

> Wow... thanks for the quick reply. Much appreciated.
>
> - Aditya
>
>
> On Sat, Feb 28, 2009 at 10:09 AM, Andrew Ritchie <[email protected]>wrote:
>
>> Are you refering to the DSP effect?
>>
>> that's found in void CBasePlayer::OnDamagedByExplosion( const
>> CTakeDamageInfo &info )
>>
>> On Sat, Feb 28, 2009 at 3:02 PM, Aditya Gaddam <[email protected]
>> >wrote:
>>
>> > Hi,
>> >
>> > I've been looking with no result in the GCFs in my steamapps directory
>> to
>> > try and find this sound effect. It's the one that you hear when you have
>> a
>> > grenade go off next to you. It sounds like a flatline in on an EKG or
>> > ringing in your years. Anyone know where this sound is stored or what
>> it's
>> > script name is?
>> >
>> > I followed Grenade::Detonate > Explode etc but didn't see where this
>> sound
>> > was being played.
>> >
>> > Thanks,
>> > Aditya
>> >
>> > --
>> > http://www.pixelfaction.com
>> > AIM:ApeWithABrain
>> > _______________________________________________
>> > To unsubscribe, edit your list preferences, or view the list archives,
>> > please visit:
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>> >
>> >
>> _______________________________________________
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>>
>
>
> --
> http://www.pixelfaction.com
> AIM:ApeWithABrain
>



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AIM:ApeWithABrain
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