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How to FIX Sound Collision, emit_sound : pitch 346???


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z0mbiland
Senior Member
Join Date: Jan 2013
Old 12-08-2014 , 10:49   How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #1

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

Last edited by z0mbiland; 12-08-2014 at 11:17.
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Kia
AlliedModders Donor
Join Date: Apr 2010
Location: In a world of madness
Old 12-09-2014 , 08:46   Re: How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #2

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.
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HAWK0044
Junior Member
Join Date: Jul 2013
Old 12-09-2014 , 09:42   Re: How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #3

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.
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z0mbiland
Senior Member
Join Date: Jan 2013
Old 12-09-2014 , 10:25   Re: How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #4

Quote:
Originally Posted by HAWK0044 View Post
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.
I will use:

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!
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.Dare Devil.
Veteran Member
Join Date: Sep 2010
Old 12-09-2014 , 13:35   Re: How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #5

This what you are saying doesn't make any sense at all...
Sound Collision?? uh ...
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z0mbiland
Senior Member
Join Date: Jan 2013
Old 12-09-2014 , 15:24   Re: How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #6

Quote:
Originally Posted by .Dare Devil. View Post
This what you are saying doesn't make any sense at all...
Sound Collision?? uh ...
YES Sound Collision to FIX this error flood:

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
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 12-09-2014 , 16:01   Re: How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #7

Some description about the error, just for informations: http://twhl.info/wiki.php?id=850
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z0mbiland
Senior Member
Join Date: Jan 2013
Old 12-10-2014 , 08:52   Re: How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #8

Quote:
Originally Posted by Arkshine View Post
Some description about the error, just for informations: http://twhl.info/wiki.php?id=850
You say my posts is wrong?
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???

Last edited by z0mbiland; 12-10-2014 at 08:57.
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wickedd
Veteran Member
Join Date: Nov 2009
Old 12-10-2014 , 09:14   Re: How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #9

Quote:
Originally Posted by z0mbiland View Post
You say my posts is wrong?
Where did he say that?

Quote:
Originally Posted by z0mbiland View Post
Your link have a wrong information or my 2 links???
They say the same thing
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Arkshine
AMX Mod X Plugin Approver
Join Date: Oct 2005
Old 12-10-2014 , 09:55   Re: How to FIX Sound Collision, emit_sound : pitch 346???
Reply With Quote #10

It was just to give more informations about the issue for people who did not know, like me, nothing else.
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