For TF2 announcer its probably entirely coded using one of the many
functions and filtering it to all players. As for announcement voices over
screens Valve use the microphone ent which you mentioned.

On Wed, Sep 30, 2009 at 8:12 PM, Christopher Harris
<char...@resrchnet.com>wrote:

> Hey, you can do the close captions also by using the close caption script
> that exists in the resource folder for each language. You give it the
> Sound's script name ie "npc_citizen.moan01" and then what the caption
> should
> be. Then you could put an ambient_generic in the map with play everywhere
> and have the vcd to trigger it ideally since then managing the scene
> chronologies are easier in there.
>
> Chris
>
> -----Original Message-----
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Jorge
> Rodriguez
> Sent: Wednesday, September 30, 2009 5:34 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Glados / TF Announcer voice scenes
>
> Well I don't know how Valve did it so I'm just making stuff up off the top
> of my head, but perhaps you can have the vcd target an entity that plays
> the
> sound on the client with EmitSound()? This way you keep the CC's.
>
>
> --
> Jorge "Vino" Rodriguez
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-- 
~Ryan ( skidz )
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