Sorry, that was... stupid. That does the muffling effect. I will just play
around more before asking useless questions.

Thanks again Andrew.

On Sat, Feb 28, 2009 at 10:50 AM, Aditya Gaddam <[email protected]>wrote:

> 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
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>>> >
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>>>
>>
>>
>> --
>> http://www.pixelfaction.com
>> AIM:ApeWithABrain
>>
>
>
>
> --
> http://www.pixelfaction.com
> AIM:ApeWithABrain
>



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