Re: [hlcoders] Mouth movement for voice

2003-02-27 Thread laurie . cheers
Then how did CS manage to do it? If I'm not mistaken, if you hooked the engine audio, wouldn't you be hooking EVERYTHING? I just want the mouths to move when someone uses voice communication. I believe the engine will do this by default for 'monster' type entities (pev-flags =

Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread botman
I think I can figure out how to get the mouth to move (without the use of voice), but I need to somehow tie the voice in to how wide the mouth opens up, similar to CS. well, ok, exactly like CS. I looked all over on the client side (and server) for anything that tells how loud the player is

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Mazor
To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Mouth movement for voice I think I can figure out how to get the mouth to move (without the use of voice), but I need to somehow tie the voice in to how wide the mouth opens up, similar to CS. well, ok, exactly like CS. I looked all over

Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread botman
Well, I meant 'I can figure out how to move the mouth without sound'. I have no idea how to hook the audio stream... that's what I needed help with. AFAIK, there is no interface between the engine and the game DLL (or client DLL) to allow you to modify or monitor the audio data stream. You'll

Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread Sebastian Steinlechner
Hallo, Wednesday, February 26, 2003, 22:52, botman [EMAIL PROTECTED] wrote: I think I remember a post by Yahn on the topica.com discussion from a few years ago where someone asked about how to override the engine audio output and Yahn posted some code that showed how it might be done. That's

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Mazor
Sent: Wednesday, February 26, 2003 3:53 PM To: [EMAIL PROTECTED] Subject: Re: [hlcoders] Mouth movement for voice Well, I meant 'I can figure out how to move the mouth without sound'. I have no idea how to hook the audio stream... that's what I needed help with. AFAIK, there is no interface

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Adrian Finol
: RE: [hlcoders] Mouth movement for voice Then how did CS manage to do it? If I'm not mistaken, if you hooked the engine audio, wouldn't you be hooking EVERYTHING? I just want the mouths to move when someone uses voice communication. -Cale -Original Message- From: [EMAIL PROTECTED

Re: [hlcoders] Mouth movement for voice

2003-02-26 Thread botman
Then how did CS manage to do it? If I'm not mistaken, if you hooked the engine audio, wouldn't you be hooking EVERYTHING? I just want the mouths to move when someone uses voice communication. I believe the engine will do this by default for 'monster' type entities (pev-flags = FL_MONSTER) as

RE: [hlcoders] Mouth movement for voice

2003-02-26 Thread Mazor
PROTECTED] Subject: RE: [hlcoders] Mouth movement for voice Then how did CS manage to do it? If I'm not mistaken, if you hooked the engine audio, wouldn't you be hooking EVERYTHING? I just want the mouths to move when someone uses voice communication. -Cale -Original Message- From

[hlcoders] Mouth movement for voice

2003-02-25 Thread Mazor
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] I think I can figure out how to get the mouth to move (without the use of voice), but I need to somehow tie the voice in to how wide the mouth opens up, similar to CS. well, ok, exactly like CS. I