How to FIX Sound Collision, emit_sound : pitch 346???
Hello,
I want to know how to FIX the Sound Collision! This is a sound collision that can happen when 2 entitys try to make the same sound at the same time. An example: 2 trains running the same rail sound, both trains started by the same button so they try to open the sound file at the same time. If i create a FULL RANDOM precache SOUNDS for 32 players LIKE: Example: I TAKE ak47-1.wav I will rename this sound: ak47-11.wav ak47-12.wav ak47-13.wav ak47-14.wav ak47-15.wav ak47-16.wav ak47-17.wav ak47-18.wav ak47-19.wav ak47-20.wav ak47-21.wav ak47-22.wav [... 32 players] NEXT STEP IS TO PRECACHE ALL THE SOUNDS, MAKE A PLUGIN!!! IF A PLAYER IS PLAYING ak47-11.wav, OTHERS PLAYERS WILL NOT PLAY IT!!! WHO KNOW A EASY WAY OR ANOTHER METHOD TO FIX THIS SOUND COLLISION??? >>>>>>>>>>>>>>>>>>>> HERE IS THE PROBELM Sentence or pitch shift ignored > 16 playing IF THAT ak47-1.wav IS PLAYED MORE THAT 16 PLAYERS WILL BE A FLOOD AND DROP FPS!!! SO TO FIX THIS WE NEED ONLY 2 SOUNDS:\ ak47-11.wav ak47-12.wav THIS MEAN 32 PLAYERS WILL CAN PLAY: 16 PLAYERS ak47-11.wav AND 16 PLAYERS ak47-12.wav FOR A GREAT GAMEPLAY I WILL CHOOSE TO PRECACHE 3 SOUNDS: ak47-11.wav 11 PLAYERS ak47-12.wav 11 PLAYERS ak47-13.wav 10 PLAYERS [...] AND NO MORE DROP FPS AND FLOOD |
Re: How to FIX Sound Collision, emit_sound : pitch 346???
First, fix your typing in your post, it is not required to spam with Capslock.
Second, I guess this would explode to the precache limit. |
Re: How to FIX Sound Collision, emit_sound : pitch 346???
It's overneed, because precache in goldsource have limitations for number of objects you can precache.
Just use 4-8 sounds for all players with small pitch modifications via emit_sound. |
Re: How to FIX Sound Collision, emit_sound : pitch 346???
Quote:
FOR A GREAT GAMEPLAY I WILL CHOOSE TO PRECACHE 3 SOUNDS: ak47-11.wav 11 PLAYERS ak47-12.wav 11 PLAYERS ak47-13.wav 10 PLAYERS More than 16 players on FULL Zombie Servers play with AK-47 and M4A1. I make a plugin for this two weapon. I don't need all weapons. Also i will integrate in this plugin the "footsteps sounds" like the 3 ak-47 sounds! |
Re: How to FIX Sound Collision, emit_sound : pitch 346???
This what you are saying doesn't make any sense at all...
Sound Collision?? uh ... |
Re: How to FIX Sound Collision, emit_sound : pitch 346???
Quote:
Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing Sentence or pitch shift ignored > 16 playing |
Re: How to FIX Sound Collision, emit_sound : pitch 346???
Some description about the error, just for informations: http://twhl.info/wiki.php?id=850
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Re: How to FIX Sound Collision, emit_sound : pitch 346???
Quote:
OK i give you an example: When a new round begin all the players are stopped in the base (buying time). All the players have a function rotation. What is strange the error "Sentence or pitch shift ignored > 16 playing" don't appear!!! What you say about this? http://slackiller.com/tommy14/errors.htm#trainsound http://slackiller.com/tommy14/errors.htm#vmod Your link have a wrong information or my 2 links??? |
Re: How to FIX Sound Collision, emit_sound : pitch 346???
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Re: How to FIX Sound Collision, emit_sound : pitch 346???
It was just to give more informations about the issue for people who did not know, like me, nothing else.
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