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-   -   EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-19) (https://forums.alliedmods.net/showthread.php?t=237045)

Mitchell 03-12-2015 15:21

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
Quote:

Originally Posted by iGANGNAM (Post 2273066)
Can you give me example of StopSoundAny?

It basically works like SM's StopSound() which will stop the sound playing to a client matching the exact sound name.
if you emit a sound of "bot/hate.wav" you can use StopSound to with "bot/hate.wav"

iGANGNAM 03-13-2015 03:09

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
so it's something like that?

StopSoundAny(entity, _, "music/l4d/tank/1.mp3");

NatalyaAF 05-10-2015 10:22

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
Hi, I am working with someone else's plugin, trying to make it use this include. Here's what I've got:

PHP Code:

#include <sourcemod>
#include <sdktools>
#include <sdktools_sound>
#include <emitsoundany>

#pragma semicolon 1
#define MAX_FILE_LEN 80
new Handle:g_CvarSoundName INVALID_HANDLE;
new 
String:g_soundName[MAX_FILE_LEN];

#define PLUGIN_VERSION "1.0"
public Plugin:myinfo 
{
    
name "CS:GO Sound",
    
author "Team-Secretforce.com",
    
description "Join Sound on your CS:GO Server",
    
version PLUGIN_VERSION,
    
url "http://www.Team-Secretforce.com/"
};
public 
OnPluginStart()
{
    
// Create the rest of the cvar's
CreateConVar("sm_welcome_snd_version"PLUGIN_VERSION"CS:GO Sound Version"FCVAR_PLUGIN|FCVAR_SPONLY|FCVAR_REPLICATED|FCVAR_NOTIFY);
g_CvarSoundName CreateConVar("sm_start_sound""natalya/server/moon-join-server.mp3""Welcome sound");
}
public 
OnConfigsExecuted()
{
    
GetConVarString(g_CvarSoundNameg_soundNameMAX_FILE_LEN);
    
decl String:buffer[MAX_FILE_LEN];
    
PrecacheSound(g_soundNametrue);
    
Format(buffersizeof(buffer), "sound/%s"g_soundName);
    
AddFileToDownloadsTable(buffer);
}
public 
OnClientPostAdminCheck(client)
{
    
EmitSoundToClientAny(clientg_soundName);


I'm not hearing anything, am I using this right? Or maybe I should play it later when the client gets spawned and then have like a boolean that gets set to true on first spawn and when true it won't play anymore or something like that.

Powerlord 05-10-2015 11:22

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
Quote:

Originally Posted by NatalyaAF (Post 2295219)
Hi, I am working with someone else's plugin, trying to make it use this include. Here's what I've got:

PHP Code:

#include <sourcemod>
#include <sdktools>
#include <sdktools_sound>
#include <emitsoundany>

#pragma semicolon 1
#define MAX_FILE_LEN 80
new Handle:g_CvarSoundName INVALID_HANDLE;
new 
String:g_soundName[MAX_FILE_LEN];

#define PLUGIN_VERSION "1.0"
public Plugin:myinfo 
{
    
name "CS:GO Sound",
    
author "Team-Secretforce.com",
    
description "Join Sound on your CS:GO Server",
    
version PLUGIN_VERSION,
    
url "http://www.Team-Secretforce.com/"
};
public 
OnPluginStart()
{
    
// Create the rest of the cvar's
CreateConVar("sm_welcome_snd_version"PLUGIN_VERSION"CS:GO Sound Version"FCVAR_PLUGIN|FCVAR_SPONLY|FCVAR_REPLICATED|FCVAR_NOTIFY);
g_CvarSoundName CreateConVar("sm_start_sound""natalya/server/moon-join-server.mp3""Welcome sound");
}
public 
OnConfigsExecuted()
{
    
GetConVarString(g_CvarSoundNameg_soundNameMAX_FILE_LEN);
    
decl String:buffer[MAX_FILE_LEN];
    
PrecacheSound(g_soundNametrue);
    
Format(buffersizeof(buffer), "sound/%s"g_soundName);
    
AddFileToDownloadsTable(buffer);
}
public 
OnClientPostAdminCheck(client)
{
    
EmitSoundToClientAny(clientg_soundName);


I'm not hearing anything, am I using this right? Or maybe I should play it later when the client gets spawned and then have like a boolean that gets set to true on first spawn and when true it won't play anymore or something like that.

Instead of using PrecacheSound, use PrecacheSoundAny.

NatalyaAF 05-10-2015 13:40

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
Thanks, that got it working!!

DabuDos 05-30-2015 19:45

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
Could it be that this is not needed anymore? When I'm using this the sounds are not working, using standard sourcemod EmitSound works again.

Bara 08-06-2015 10:13

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
I've found a "bug".

Code:

stock EmitAmbientSoundAny(const String:name[],
                        const Float:pos[3],
                        entity = SOUND_FROM_WORLD,
                        level = SNDLEVEL_NORMAL,
                        flags = SND_NOFLAGS,
                        Float:vol = SNDVOL_NORMAL,
                        pitch = SNDPITCH_NORMAL,
                        Float:delay = 0.0)
{
    decl String:szSound[PLATFORM_MAX_PATH];
   
    if (g_bNeedsFakePrecache)
    {
        Format(szSound, sizeof(szSound), "*%s", sample);
    }
    else
    {
        strcopy(szSound, sizeof(szSound), sample);
    }
   
    EmitAmbientSound(szSound, pos, entity, level, flags, vol, pitch, delay);
}

name is never used and sample is a undefined symbol ;)

Powerlord 08-06-2015 10:27

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
Quote:

Originally Posted by Bara (Post 2329639)
I've found a "bug".

Code:

stock EmitAmbientSoundAny(const String:name[],
                        const Float:pos[3],
                        entity = SOUND_FROM_WORLD,
                        level = SNDLEVEL_NORMAL,
                        flags = SND_NOFLAGS,
                        Float:vol = SNDVOL_NORMAL,
                        pitch = SNDPITCH_NORMAL,
                        Float:delay = 0.0)
{
    decl String:szSound[PLATFORM_MAX_PATH];
   
    if (g_bNeedsFakePrecache)
    {
        Format(szSound, sizeof(szSound), "*%s", sample);
    }
    else
    {
        strcopy(szSound, sizeof(szSound), sample);
    }
   
    EmitAmbientSound(szSound, pos, entity, level, flags, vol, pitch, delay);
}

name is never used and sample is a undefined symbol ;)

As you probably guessed it should be sample and not name in the function header. Whoops.

shanapu 06-01-2016 18:18

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
ok, he deleted in second of my post :D
so...


Still works for me.
https://github.com/shanapu/MyJailbre...tSoundToAllAny

Kruzi 06-10-2016 14:05

Re: EmitSoundAny - Cross-game sound emitting (aka CS:GO compatible) (1.0.2, 2014-03-1
 
I have this sound: EmitAmbientSoundAny(GRAB_PATH, vec);
How to stop it?
I tryed StopSoundAny(SOUND_FROM_WORLD,SNDCHAN_AUTO, GRAB_PATH);
but it don't works help me please


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