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env_sound, ambient_generic


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ot_207
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Join Date: Jan 2008
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Old 07-20-2010 , 16:25   env_sound, ambient_generic
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The question is:
If I transmit these entities with AddToFullPack to only one player will the sound only play to that player?
And how can I manage the sound that one of these entities emits?

Edit: And yes, I do know about this: http://twhl.co.za/wiki.php?id=122 and this: http://forums.alliedmods.net/showpos...2&postcount=31
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Last edited by ot_207; 07-20-2010 at 16:42.
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grimvh2
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Old 07-20-2010 , 16:51   Re: env_sound, ambient_generic
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I think everyone hears ambient_generic ( refering to my limited mapping knowledge )
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ot_207
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Old 07-20-2010 , 16:54   Re: env_sound, ambient_generic
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Quote:
Originally Posted by grimvh2 View Post
I think everyone hears ambient_generic ( refering to my limited mapping knowledge )
True. But I will block the entity transmission so basically some clients will think that the entity does not exist.
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joropito
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Join Date: Mar 2009
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Old 07-21-2010 , 13:26   Re: env_sound, ambient_generic
Reply With Quote #4

From addtofullpack

Quote:
pSet is either the PAS or PVS that we previous set up. We can use it to ask the engine to filter the entity against the PAS or PVS
I don't know if it's called with PAS and as the sounds are managed in other ways as visual objects maybe can be heard.

I know you asked this for your WB.
For that, why not hook/call SetupVisibility and set fake PVS/PAS? (using orpheu, but don't know if it can handle that).
Also you can hook pfnSetFatPAS/pfnSetFatPVS
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ot_207
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Old 07-21-2010 , 14:45   Re: env_sound, ambient_generic
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That is the most basic idea that didn't went through my mind. Will try that.
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ConnorMcLeod
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Old 07-21-2010 , 16:59   Re: env_sound, ambient_generic
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If i remember well, orpheu can't do that.
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