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[ANY] Event Sounds


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Author
Kemsan
Member
Join Date: Sep 2009
Location: Poland, Bytom
Plugin ID:
2520
Plugin Version:
1.2
Plugin Category:
Fun Stuff
Plugin Game:
Any
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    Plugin add feature to push sound to client after run each game event.
    Old 08-28-2011 , 11:11   [ANY] Event Sounds
    Reply With Quote #1

    Event Sounds 1.2

    Description:
    Plugin add feature to push sound to client after run each game event. Works with all game, and all game events. Plugin are very very easy to conifgure. Auto precache, download and play random sound. It's easy, it's here! Build round sound - easly. Enter sounds, end round sounds, start round sounds, kill sounds - all in one, easly!

    Cvars:

    sm_event_sounds_version - Version of plugin
    sm_event_sounds_play_type Default "SOUND_PLAYTYPE" value for each event; 1 - use client based command ( play SOUND ), 2 - use game sound effect
    sm_event_sounds_notify_msg Default "NOTIFY_MSG" value for each event; {SOUND_NAME} - actual played sound
    sm_event_sounds_notify_delay Default "NOTIFY_MSG_DELAY" value for each event; Delay before show notify, 0.0 turn off notify show
    sm_event_sounds_sound_delay Default "NOTIFY_SOUND_DELAY" value for each event; Delay before play sound; Minimum 0.1
    sm_event_sounds_color_notify Use special coloring function for notify? 0 - disable, 1 - enable
    sm_event_sounds_clientonly Default "SOUND_CLIENTONLY" value for each event; 0 - push sound to client and all ( if need ), 1 - push always to client ( if exists )

    Chat commands:

    !stop, /stop - stop actual playing sound
    !stopall, /stopall - stop all sounds, now playing and others in the future


    Key values help:


    Example event (player_spawn):

    PHP Code:
    "player_spawn"
        
    {
            
    //Conditions
            
    "conditions"
            
    {
                
    //First - event value name, sec (after : ) - value type (string,int,float,userid). Value - condition value ( userid  = 1 ); ex: weapon:string - scattergun - if weapon are scattergun, plugin push sound.
                
    "userid:userid"     "1"
            
    }
            
    //Sounds
            
    "sounds"
            
    {
                
    "Warioware Intro Sound"     "sound/MySoundFolder/sample.mp3" //First element - sound name, next element - sound path
                
    "Other sound"     "sound/MySoundFolder/OtherSound.mp3" //First element - sound name, next element - sound path
            
    }
            
    //Options
            
    "options"
            
    {
                
    "NOTIFY_MSG"    "{olive}Hello camrat! You hear {teamcolor}{SOUND_NAME}!" //Sound notify message
                
    "NOTIFY_MSG_DELAY"    "0.1" //Show notify message after this time
                
    "NOTIFY_SOUND_DELAY"    "0.1" //Play sound to client / all clients after this time
                
    "NOTIFY_PUSH_SOUND" "1" //Allow or disallow to push sound
                
    "SOUND_PLAYTYPE"    "1" //"Playtype" for actual event - 1 - use client commd (play), 2 - use sdk sound function (emtisound)
                
    "SOUND_CLIENTONLY" "1" //0 - play all clients ( if can ), 1 - play sound only for client ( if exists )
            
    }
        } 


    Event list:
    Special event name "player_enter", fire after play connect into server and see motd ( PostAdminCheck ) - works like my EnterSounds plugin.


    Changelog:
    • Version 1.0 (28.08.2011)
      • Initial/Public Release
    • Version 1.1 (29.08.2011)
      • Added two client commands
        • !stop, /stop - stop actual playing sound
        • !stopall, /stopall - stop all sounds, now and in the future
    • Version 1.2 (16.10.2011)
      • Changed hook event system - hook only used events
      • Added conditions
      • Added only show notify option

    Installation:

    • Put event_sounds.smx to sourcemod/plugins
    • Put event_sounds.sp to sourcemod/scripting
    • Put event_sounds.keys.txt to sourcemod/configs
    In .zip you find sample of event_sounds.keys.txt
    Wait for change map or write in rcon - sm plugins load event_sounds

    Plugin using:
    Warning! Werborten! Uwaga!

    If you do not hear music after download it from server - restart your Team Fortress 2 / CS:S / DOD:S, any other game.

    Sorry for my bad english:]
    Attached Files
    File Type: zip event_sounds.zip (723.0 KB, 1078 views)
    File Type: zip event_sounds_1.1.zip (724.7 KB, 823 views)
    File Type: smx event_sounds.smx (13.1 KB, 745 views)
    File Type: sp Get Plugin or Get Source (event_sounds.sp - 967 views - 20.3 KB)
    File Type: zip event_sounds_1.2.zip (709.6 KB, 1671 views)
    __________________

    Last edited by Kemsan; 10-16-2011 at 07:41. Reason: added description
    Kemsan is offline
    sinblaster
    Grim Reaper
    Join Date: Feb 2010
    Location: Australia
    Old 08-28-2011 , 18:26   Re: [ANY] Event Sounds
    Reply With Quote #2

    this looks pretty cool, quakesounds has competition?
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    Kemsan
    Member
    Join Date: Sep 2009
    Location: Poland, Bytom
    Old 08-28-2011 , 18:33   Re: [ANY] Event Sounds
    Reply With Quote #3

    Quakesounds can play music for some events, with Event Sounds you can add music to all events in all games

    I forget - you can add more than 1 sound to each event : )
    __________________

    Last edited by Kemsan; 08-28-2011 at 18:40.
    Kemsan is offline
    sinblaster
    Grim Reaper
    Join Date: Feb 2010
    Location: Australia
    Old 08-28-2011 , 18:45   Re: [ANY] Event Sounds
    Reply With Quote #4

    Yeah Ive had a look for a while its rather awesome. Excellent work my friend.


    Some of the links in your sig are faulty.
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    sipster19
    Senior Member
    Join Date: Mar 2011
    Old 08-28-2011 , 23:56   Re: [ANY] Event Sounds
    Reply With Quote #5

    Very neat Kemsan.
    sipster19 is offline
    TnTSCS
    AlliedModders Donor
    Join Date: Oct 2010
    Location: Undisclosed...
    Old 08-29-2011 , 01:02   Re: [ANY] Event Sounds
    Reply With Quote #6

    nice plugin - will make a nice addition
    TnTSCS is offline
    Drixevel
    AlliedModders Donor
    Join Date: Sep 2009
    Location: Somewhere headbangin'
    Old 08-29-2011 , 05:46   Re: [ANY] Event Sounds
    Reply With Quote #7

    This plugin seems more clean and advanced then my EndRoundSound plugin i have on my server so my question is...

    Will it be possible for some sounds i play on round_end to be turned off by the player if they choose too?

    Another question, what is the event when you first connect to the server so they can hear the intro.

    I'd like to integrate those two plugins into 1 and have extra functionality.

    Thanks. :]
    Drixevel is offline
    Kemsan
    Member
    Join Date: Sep 2009
    Location: Poland, Bytom
    Old 08-29-2011 , 08:17   Re: [ANY] Event Sounds
    Reply With Quote #8

    Quote:
    Will it be possible for some sounds i play on round_end to be turned off by the player if they choose too?
    You mean "!stop" and "!stopall" - added.

    Quote:
    Another question, what is the event when you first connect to the server so they can hear the intro.
    Quote:
    Special event name "player_enter", fire after play connect into server and see motd ( PostAdminCheck ) - works like my EnterSounds plugin.
    BTW 1.1 released.
    Added two commands for players - !stop and !stopall to control actual playing music.
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    Drixevel
    AlliedModders Donor
    Join Date: Sep 2009
    Location: Somewhere headbangin'
    Old 08-29-2011 , 17:27   Re: [ANY] Event Sounds
    Reply With Quote #9

    Thanks for the update, will add post-haste.
    Drixevel is offline
    Rd1981
    Senior Member
    Join Date: Apr 2011
    Old 09-17-2011 , 22:39   Re: [ANY] Event Sounds
    Reply With Quote #10

    I cant get this to work at all not sure what im doing wrong.
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