Explication please
wath is the diferencte betwen these:
Code:
emit_sound( id, CHAN_STATIC, "sound", 1.0, ATTN_NORM, 0, PITCH_NORM );Code:
emit_sound( id, CHAN_ITEM, "sound", 0.6, ATTN_NORM, 0, PITCH_NORM );Code:
emit_sound(novaDisplay[id],CHAN_BODY,"warcraft3/impalelaunch1.wav",1.0,ATTN_NORM,0,PITCH_LOW); |
Re: Explication please
To my understanding it works like this:
There are several channels for sounds to be emitted by an entity. Let's take footsteps and weapon sounds. These two sounds can be emitted (and therefore heard by other players) simultanuously as they are assigned to the different channels CHAN_BODY and CHAN_WEAPON. Now there comes a third sound - jumping. This sound will also be assigned to CHAN_BODY and therefore the "old" sound (the footstep) that was played at the same time would stop and only the jump sound can be heard. So, basically, you only have a limited amout of channels and therefore only a limited possibility of sounds being played from an entity at the same time. - Don't take that for granted but I think I'm right :) |
Re: Explication please
If i'm right you can emit up to 16 or 32 sounds at once. ( see HLSDK ) But for sure you have a limited number of channel.
|
Re: Explication please
If that's the case not all of them can be used by AMXMod?
There are only around 10 CHAN_ constants afair. And I only gave an example for 2 chans, of course there are more (amxconst.inc). |
| All times are GMT -4. The time now is 22:31. |
Powered by vBulletin®
Copyright ©2000 - 2024, vBulletin Solutions, Inc.