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Catching ALL sound events


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Wilson [29th ID]
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Join Date: Nov 2005
Location: London
Old 10-20-2007 , 15:20   Re: Catching ALL sound events
Reply With Quote #1

If you block the PlaybackEvent completely, the player who caused the sound will still hear it. He hears it client-sided.
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-hi-
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Join Date: Jul 2006
Old 10-20-2007 , 18:19   Re: Catching ALL sound events
Reply With Quote #2

When I block it I dont see or hear anything. This is for TFC. If I throw a conc I don't hear the sound or see the blast; the grenade just disappears. Here is what I've got so far am I doing everything right?

Code:
#include <amxmodx> #include <fakemeta> #define PLUGIN "Sound Blocker" #define VERSION "1.0" #define AUTHOR "hi" #pragma semicolon 1 public plugin_init() {     register_plugin(PLUGIN, VERSION, AUTHOR);     register_forward(FM_EmitSound, "fwdEmitSound");     register_forward(FM_PlaybackEvent, "fwdPlaybackEvent"); } public fwdEmitSound(ent, iChannel, const szSample[], Float:fVolume, Float:fAttenuation, iFlags, iPitch) {     client_print(0, print_chat, "ent %d chan %d sam %s flags %d pitch %d", ent, iChannel, szSample, iFlags, iPitch);     return FMRES_SUPERCEDE; } public fwdPlaybackEvent(flags, invoker, eventindex, delay, Float:origin[3], Float:angles[3], Float:fparam1, Float:fparam2, iparam1, iparam2, bparam1, bparam2) {     client_print(0, print_chat, "Playback flags %d invoker %d index %d %f %f %d %d %d %d", flags, invoker, eventindex, fparam1, fparam2, iparam1, iparam2, bparam1, bparam2);     return FMRES_SUPERCEDE; }
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