[Orpheu] Step Sound
Hi. I read that step sounds and weapon sounds are in the client-side. Also I read that instead of trying replace we can make own step sound system. I'm wondering about how to do this using the orpheu. My concept: Hook as pre PM_PlayStepSound & _UpdateStepSound, in _play calls function with emit_sound and in second call OrpheuCall( PlayStepSound ). In both Engine hooks Play&update after their call return as OrpheuOverride. Would will this method work properly ?
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Re: [Orpheu] Step Sound
Not sure but you don't need orpheu. You could play with pev_flTimeStepSound.
Here some code : http://forums.alliedmods.net/showpos...8&postcount=73 Using orpheu, I would set mp_footsteps to 0, then hooking PM_PlayStepSound() as pre, and playing my own sound here. Original sound should not played since there is a check at the start with pmove->movevars->footsteps. I guess it would be a nice method. |
Re: [Orpheu] Step Sound
Works perfect. Tyvm.
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Re: [Orpheu] Step Sound
The best option would be monitoring player model and play a sound on frame which he hits the ground.
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Re: [Orpheu] Step Sound
what?
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Re: [Orpheu] Step Sound
Monitor leg animation frames.
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Re: [Orpheu] Step Sound
I don't see how it could be the "best option" when you would need more code and something CPU eating when hooking when the engine wants to play the sound will do the same effect at the end. Also CS doesn't work like that.
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Re: [Orpheu] Step Sound
It would be the most accurate version. I know now that server doesn't monitor frames, its just client side, but how about making code that simulates player leg frames on his own ?
The original footsteps are very inaccurate, especially if you change player maxspeed to your own value, and you can't have at least slightest footstep sound if you're moving too slow. I have no idea how to start this though. |
Re: [Orpheu] Step Sound
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