CItem::Respawn() calls SetTouch(NULL), so it can't be a case of re-triggering unless you've bypassed that code entirely.

The only thing I can think of is that RollerBall.RewardTokenPickup has a very low attenuation value in your soundscript. Once you go down very low (around 60dB) the engine starts cocking up volume falloff, so the sound stopping instantly isn't implausible.

On 06/04/2011 1:42, Matt Hoffman wrote:
It's an entity, not a brush entity/volume. I could see it being called again though... What's the fix, toggling a boolean when you enter, and don't run it if it's true? I don't recall this ever being a problem in actual HL2/HL2DM.


On Tue, Apr 5, 2011 at 5:33 PM, Adam "amckern" McKern <amck...@yahoo.com <mailto:amck...@yahoo.com>> wrote:

    You have a 6 sided trigger - each side will trigger when its
    touched, so if your enter the brush it will trigger, the same as
    when you exit the brush it will trigger.

    You might be better off using the InEntity code (been ages from
    last time i needed to use it so forgot its real name)

    --------
    Owner Nigredo Studios http://www.nigredostudios.com

    --- On *Wed, 6/4/11, Matt Hoffman /<lord.matt.hoff...@gmail.com
    <mailto:lord.matt.hoff...@gmail.com>>/* wrote:


        From: Matt Hoffman <lord.matt.hoff...@gmail.com
        <mailto:lord.matt.hoff...@gmail.com>>
        Subject: [hlcoders] EmitSound being cut off, and forcing the
        player to spectate an entity
        To: "Discussion of Half-Life Programming"
        <hlcoders@list.valvesoftware.com
        <mailto:hlcoders@list.valvesoftware.com>>
        Received: Wednesday, 6 April, 2011, 10:12 AM


        EmitSound:
        I have an entity that derives from CItem, and I'm using
        ItemTouch. I set DEFINE_ENTITYFUNC( ItemTouch ), in my
        DATA_DESC. The function works fine, but if the player leaves
        the collision box of the entity while the sound is playing it
        just stops the sound. This doesn't happen in the case of it's
        Respawn sound, which uses EmitSound without the
        CPASAttenuationFilter. Am I using the CPASAttenuationFilter
        wrong? Or is it something to do with the ItemTouch function
        itself?

        Here's the relevant functions: http://pastebin.com/Mu72VBxQ


        Spectating an Entity:
        I've been trying unsuccessfully for a few days now to get the
        player to spectate a custom entity. I did SetObserverTarget(
        entity ), and if I debug it, it goes into player.cpp->bool
        CBasePlayer::SetObserverTarget( CBaseEntity *target) (Line
        2551 or so) (Code Here: http://pastebin.com/YytP90ua ). I
        modified IsValidObserverTarget to not kick out when trying to
        observe something other than a player.

        It hits m_hObserverTarget.Set( target ). It also hits
        SetObserverTarget on C_BasePlayer (
        http://pastebin.com/eAWZy41A ), and hits everything.

        It doesn't hit the if ( m_iObserverMode == OBS_MODE_ROAMING )
        on CBasePlayer::SetObserverTarget -- Do you have to be in
        OBS_MODE_ROAMING to observe something?
        When the player spectates another player, what is he doing. Is
        his logical entity moving around, or just his camera?

        Any help over these two issues would be great, I've been stuck
        here for 2 days now... :P


        -Matt

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