Ok then. I'll switch it over to dispatching a message to the clients and
using SND_VOICE2 to play the sounds. I'll see if the other issue goes away
then as well. Thanks for your input.

 

Jan

 

Von: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] Im Auftrag von James
Marchant
Gesendet: Dienstag, 19. August 2014 11:46
An: Discussion of Half-Life Programming
Betreff: Re: [hlcoders] Sound issues

 

Yes, you shouldn't really be trying to play client sounds on the server. 

  _____  

Date: Tue, 19 Aug 2014 15:55:04 +0900
From: omegal...@gmail.com
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Sound issues

That's not really a good way to do an announcer.

What you should do, is make a function on the client to play the
announcements, via a byte or something (index in an enum)

and dispatch the message (ie: register a msgfunc) to players, and let them
play the sound locally on the client.

 

You then also have the bonus ability to let clients override announcer
sounds, like making announcer replacements, as they don't need to be
precached to be played, plus, then you're not filling up the server with
sound events.

 

 

 

On Mon, Aug 18, 2014 at 11:07 PM, Jan Hartung <jan.hart...@gmx.de> wrote:

Hi list,

 

Some weird things are going on with the sound in our SDK 2013 MP based mod.
First, there is a map with a looped sound in it, the entity is placed in the
center of the map and can be heard everywhere (it's a small map and the
volume is high enough). Now, it sometimes happens that when I kill a bot,
this sound's origin jumps to the place where I currently am. It may jump to
its original position when the next round starts or stays there for a few
rounds. At times, not related to any kill, the sound also duplicates, so you
can hear it twice while the two "copies" are out of sync.

 

The second thing is that we got an announcer in the game, so there are
sounds which are played to every player. We loop through the players and use
UTIL_EmitSoundSuit in order to do so. The announcer received an overhaul
just recently, which also added multiple sounds for the same event, which
are set up as rndwave in the sound script. Since then I notice, that
whenever I stand close enough to another player, I can hear the announcer's
line, which is played to the other player. However, UTIL_EmitSoundSuit is
supposed to play a sound audible to the player itself, judging by the
function's comment.

 

Has anyone seen these issues?

 

Jan

 


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