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Say Sounds (including Hybrid Edition) (4.0.8)


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cheddar
Member
Join Date: Sep 2015
Old 10-04-2015 , 22:18   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1201

Quote:
No sourcecode provided. Upload it to stick to the rules please
Done

Last edited by cheddar; 11-20-2015 at 15:55.
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Randommagic
Senior Member
Join Date: Jun 2014
Location: -
Old 11-14-2015 , 13:15   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1202

for the round start, i think
Code:
"action" "round"
"param" "roundstart"
should be changed into
Code:
"action" "round"
"param" "start"
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Der Joker aka XRAY
Junior Member
Join Date: Aug 2015
Location: Bavaria, Germany
Old 11-17-2015 , 01:25   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1203

I have this strange problem that no sounds work on join, when i enter a steam id in the cfg.
The same happens to the joinsound for everyone, but if i put a single sound in the list, it is hearable for everyone.

Possible solution?

Btw:
-My files are MP3s
-I have already tried the other soundlib
Der Joker aka XRAY is offline
cheddar
Member
Join Date: Sep 2015
Old 11-20-2015 , 15:56   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1204

Anybody know how to set it so there's a cooldown for only specific users using saysounds?

sm_saysoundhe_time_between_sounds <-- this cvar works yes, but it limits the time between sounds for EVERYONE...

Ex.
"sm_saysoundhe_time_between_sounds 30" means NOBODY can use a saysound for 30 seconds after the last one.

Is there a way to do it per user?

EDIT:
So I think there's a way I could implement this into the code. It's kinda messy but here's my suggestion.
We could set "sm_saysoundhe_sound_limit 1" so that everyone only has 1 saysound. Then, there's a section of code at the VERY end that CLEARS the sound limit count. It's called "ClearSoundCountTrie()"

What I need to do now is make it where after the song has played, there's a 4 second timer after which it would make a call for ClearSoundCountTrie()

Only problem is, I don't know how this plugin gets the length of the sound. If I knew that I'd have a test build working. Anyone know how to do this?

Last edited by cheddar; 11-20-2015 at 17:04.
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cheddar
Member
Join Date: Sep 2015
Old 11-21-2015 , 07:43   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1205

User Delay Saysounds + X2 Volume version 0.2 <-- I guess

Ok, I have no idea if anyone but me is going to use this but it took all night to make so I figure I might as well upload it here. I should note I am a novice scripter/coder at best and so my technique is probably lacking. I only modified a few things though I doubt it's "unstable" or anything.

WHY USE THIS:
This version of the saysounds plugin makes it so the person who initiated the last saysound has to wait a few extra seconds (than anyone else) before they can go again. Very useful if you want to keep it from one person spamming because they have the timing down (effectively blocking everyone else).

INSTALLATION
1. Replace the saysounds.smx with the one you have
2. Set "sm_saysoundhe_sound_limit 1" in /cfg/sourcemod/sm_saysounds.cfg

VERY IMPORTANT:
You MUST have "sm_saysoundhe_sound_limit 1" for this to work! <-- the way this version works will make it impossible to use the limiter the way you normally would. If you want to use the limiter this isn't the version for you.
If you want this to apply the delay to admins set "sm_saysoundhe_sound_admin_limit 1"

How it works:
Essentially I just took the limiter, "sm_saysoundhe_sound_limit" set it to 1. When they play the first sound it increments their [count] to 1 (normally blocking further saysounds). My addition is to put an "if" statement that checks if it can reset the players [count] back to 0. If it can, it sets it back to 0 thus allowing the player to play the sound. If not it displays the message "Wait a Sec".
To get this to work I added the "if" statement and also swapped one second of code around so it checks if it can play before it plays. Search the code for "Cheddar" to find what I did.

Of course also as stated before I have it where every time it tries to play a sound it does it twice instead of just once. Effectively doubling the volume.

[edit] i need to change some stuff so I'm removing the attachments. After further testing I realized that while it is working it's delaying everyone the same amount because the plugin doesn't know who is who. I'm editing it and will re-upload when it's complete

[update] I fixed the issue I was having. I changed it so whenever a successful play is made it resets everyone's count to 0 instead of just their own. This lets the server "remember" Who called it last. re-uploading
I've tested this with myself (and an alt on a laptop). And it seems to be working great.

-Ched
Attached Files
File Type: sp Get Plugin or Get Source (saysounds.sp - 169 views - 82.4 KB)
File Type: smx saysounds.smx (38.6 KB, 189 views)

Last edited by cheddar; 11-28-2015 at 20:06. Reason: Just grammatical stuff
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Hunter6272
Senior Member
Join Date: Jun 2015
Location: Don't know
Old 12-04-2015 , 07:00   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1206

Quote:
Originally Posted by cheddar View Post
User Delay Saysounds + X2 Volume version 0.2 <-- I guess

Ok, I have no idea if anyone but me is going to use this but it took all night to make so I figure I might as well upload it here. I should note I am a novice scripter/coder at best and so my technique is probably lacking. I only modified a few things though I doubt it's "unstable" or anything.

WHY USE THIS:
This version of the saysounds plugin makes it so the person who initiated the last saysound has to wait a few extra seconds (than anyone else) before they can go again. Very useful if you want to keep it from one person spamming because they have the timing down (effectively blocking everyone else).

INSTALLATION
1. Replace the saysounds.smx with the one you have
2. Set "sm_saysoundhe_sound_limit 1" in /cfg/sourcemod/sm_saysounds.cfg

VERY IMPORTANT:
You MUST have "sm_saysoundhe_sound_limit 1" for this to work! <-- the way this version works will make it impossible to use the limiter the way you normally would. If you want to use the limiter this isn't the version for you.
If you want this to apply the delay to admins set "sm_saysoundhe_sound_admin_limit 1"

How it works:
Essentially I just took the limiter, "sm_saysoundhe_sound_limit" set it to 1. When they play the first sound it increments their [count] to 1 (normally blocking further saysounds). My addition is to put an "if" statement that checks if it can reset the players [count] back to 0. If it can, it sets it back to 0 thus allowing the player to play the sound. If not it displays the message "Wait a Sec".
To get this to work I added the "if" statement and also swapped one second of code around so it checks if it can play before it plays. Search the code for "Cheddar" to find what I did.

Of course also as stated before I have it where every time it tries to play a sound it does it twice instead of just once. Effectively doubling the volume.

[edit] i need to change some stuff so I'm removing the attachments. After further testing I realized that while it is working it's delaying everyone the same amount because the plugin doesn't know who is who. I'm editing it and will re-upload when it's complete

[update] I fixed the issue I was having. I changed it so whenever a successful play is made it resets everyone's count to 0 instead of just their own. This lets the server "remember" Who called it last. re-uploading
I've tested this with myself (and an alt on a laptop). And it seems to be working great.

-Ched
This works for csgo ? I think its requires EmitSoundAny ?
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Nitrods
New Member
Join Date: Dec 2015
Old 12-26-2015 , 13:05   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1207

I feel like an idiot for asking and I am well aware that I should be thrown off a cliff for asking that, and I appoligze to everyone who are putting their face into their hands because of how stupid I am.

a buddy and me just created our first server, installed a couple of mods already, so I basically know where to put scripts and plugins in what folders...

for this mod, a sound folder is required. where is that sound folder???
do I create one? and where do I create it?

it's supposed to be for tf2
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Hunter6272
Senior Member
Join Date: Jun 2015
Location: Don't know
Old 12-26-2015 , 22:41   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1208

Quote:
Originally Posted by Nitrods View Post
I feel like an idiot for asking and I am well aware that I should be thrown off a cliff for asking that, and I appoligze to everyone who are putting their face into their hands because of how stupid I am.

a buddy and me just created our first server, installed a couple of mods already, so I basically know where to put scripts and plugins in what folders...

for this mod, a sound folder is required. where is that sound folder???
do I create one? and where do I create it?

it's supposed to be for tf2
If you are doing a Copy - paste work then "Good luck buddy... you are gonna need it" , if you are actually reading everything and adding plugins like that then carefully read whats written on the first post of this thread...
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uncleharvey
Junior Member
Join Date: Dec 2015
Location: Derbyshire, UK
Old 01-02-2016 , 03:57   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1209

Im having problems with the multiple word triggers, 90% of the time the play more than one sound simulatniously rather than selecting a random sound. Has anybody else experianced this problem?

If copied my saysounds cfg below. Thanks in advance.

Code:
// 
##################################################################################################
//  ############################## Saysounds example config  ##########################################
// 
##################################################################################################
// 
# Soundfiles have to be placed relative to your game/mod "sound" 
folder.       #
// # Example: 
 cstrike/sound/mysound.mp3 or  dod/sound/myfolder/mysound.mp3     #
// 
#   "file" "mysound.mp3"  or  "file" "myfolder/mysound.mp3"     #
// 
# If you run a pure server (sv_pure = 1) you should create an extra folder for 
your sounds  #
// # so you don't have to whitelist your whole 
"sound" 
folder.          #
// # 
Whitelisting is done in the "pure_server_whitelist.txt" file located in the 
"hl2" folder.  #
// # Example: 
soundmyfolder... allow_from_disk             #
// 
# Don't forget to change the map after you've added something to your 
pure_server_whitelist.txt #
// # For more infos on pure servers visit http://developer.valvesoftware.com/wiki/Pure_Servers  #
// 
##################################################################################################

 
"Sound Combinations"
{
 // #### Join/Exit Sounds 
####
 "JoinSound" // Sound to play when a player Joins the 
server
 {
  "file" "reload/welcomenew.mp3"
  "admin" "0"
  "text" "Welcome 
To ***Harvey's Fun House GG ***" // Message to display if a client joins 
the server
  "single" "0"  // 1 to play sound to single 
client only, 0 to play to all (default is 0)
  "volume" 
"1.0"  // Specify volume for this specific 
sound
 }
 "JoinSound" // Sound to play when a player Joins the 
server
 {
  "file" "enter_sounds/klaxon.mp3"
  "admin" "0"
  "single" 
"1"  // 1 to play sound to single client only, 0 to play to all 
(default is 1)
  "volume" "1.0"  // Specify volume for 
this specific 
sound
 }
 "ExitSound"
 {
  "file" "timeleft/bell.wav"
  "admin" "0"
  "single" 
"0"  // 1 to play sound to single client only, 0 to play to all 
(default is 0)
  "volume" "1.0"  // Specify volume for 
this specific sound
 }
 "STEAM_0:0:5258084" // trigger for 
specific STEAM ID
 {
  "file" "enter_sounds/[doh] 
mick.intro.mp3" // name of sound to play when 
joining
  "exit" "misc/goodbye.mp3" // name of sound to 
play when leaving
  "text" "[DOH] Mick Entered The 
Game"   // Message to display if this client joins the 
server
  "etext" "[DOH] Mick Left The 
Game"   // Message to display if this client leaves the 
server
  "admin" "0"
  "volume" "1.0" 
     // Specify volume for this specific 
sound
 }
 "STEAM_0:1:16643483" // trigger for specific STEAM 
ID
 {
  "file" "enter_sounds/firestarter_join.mp3" // 
name of sound to play when 
joining
  "exit" "misc/goodbye.mp3" // name of sound to 
play when leaving
  "text" "Uncleharvey Entered The 
Game"   // Message to display if this client joins the 
server
  "etext" "Uncleharvey Left The 
Game"   // Message to display if this client leaves the 
server
  "admin" "0"
  "volume" "1.0" 
     // Specify volume for this specific 
sound
 }
        
"STEAM_0:1:7274030" // trigger for specific STEAM 
ID
 {
  "file" "enter_sounds/duff6.intro.mp3" // 
name of sound to play when 
joining
  "exit" "misc/goodbye.mp3" // name of sound to 
play when leaving
  "text" "Duffster Entered The 
Game"   // Message to display if this client joins the 
server
  "etext" "Duffster Left The Game"   // 
Message to display if this client leaves the 
server
  "admin" "0"
  "volume" "1.0" 
     // Specify volume for this specific 
sound
  }
        
"STEAM_0:0:27296324" // trigger for specific STEAM ID   
REAPER
 {
  "file" "enter_sounds/erty.mp3" // 
name of sound to play when 
joining
  "exit" "misc/goodbye.mp3" // name of sound to 
play when leaving
  "text" "Reaper  Entered The 
Game"   // Message to display if this client joins the 
server
  "etext" "Reaper left the game to go and update his 
hacks"   // Message to display if this client leaves the 
server
  "admin" "0"
  "volume" "1.0" 
     // Specify volume for this specific 
sound
 }
        
"STEAM_0:0:18196176" // trigger for specific STEAM 
ID
 {
  "file" "reload/daf.mp3" // name of sound 
to play when joining
  "exit" "misc/goodbye.mp3" // name 
of sound to play when leaving
  "text" "Dafun <3  
Entered The Game"   // Message to display if this client joins 
the server
  "etext" "Dafun <3  Left The 
Game"  // Message to display if this client leaves the 
server
  "admin" "0"
  "volume" "0.3" 
     // Specify volume for this specific 
sound
 }
        
"STEAM_0:1:8359295" // trigger for specific STEAM ID 
ANDY
 {
  "file" "enter_sounds/firestarter_join.mp3" // 
name of sound to play when 
joining
  "exit" "misc/goodbye.mp3" // name of sound to 
play when leaving
  "text" "Andy Entered The 
Game"   // Message to display if this client joins the 
server
  "etext" "Andy Left The Game"   // 
Message to display if this client leaves the 
server
  "admin" "0"
  "volume" "1.0" 
     // Specify volume for this specific 
sound
 }
        
"STEAM_0:1:32070133" // trigger for specific STEAM ID 
KEV
 {
  "file" "enter_sounds/kev.mp3" // name of 
sound to play when joining
  "exit" "misc/goodbye.mp3" // 
name of sound to play when leaving
  "text" "Kev Entered The 
Game"   // Message to display if this client joins the 
server
  "etext" "Kev Left The Game"   // 
Message to display if this client leaves the 
server
  "admin" "0"
  "volume" "1.0" 
     // Specify volume for this specific 
sound
 }
        
"STEAM_0:0:50711424" // trigger for specific STEAM ID 
CHERYL
 {
  "file" "enter_sounds/chvo.mp3" // 
name of sound to play when 
joining
  "exit" "misc/goodbye.mp3" // name of sound to 
play when leaving
  "text" "Cheryl Entered The 
Game"   // Message to display if this client joins the 
server
  "etext" "Kev's boss Left The 
Game"   // Message to display if this client leaves the 
server
  "admin" "0"
  "volume" "1.0" 
     // Specify volume for this specific sound

 
// #### Say Sounds ####
//}    
//"soppy"  // 
Minimum configuration for 
sounds
//{
// "file" "misc/soppywanker3.mp3" // This will 
set all other options to default values }
// "wazza"  // Word 
trigger
// {
//  "file" "misc/wazza.wav" //"file" is 
always there, next is the filepath (always starts with 
"sound/")
//  "admin" "1"  // 1 is admin only, 0 is 
anyone (defaults is 0)
//  "delay" "5"   // will delay 
the sound by 5 seconds (max delay 60 seconds)
//  "adult" "1" 
  // will announce the sound as ADULT SOUND, hide it from the sounds 
menu, block the chat output (defaults is 
0)
//  "text" "blablabla" // Message to display for this 
sound
//  "download" "1"  // 1 to download the sounds, 0 
to not download (default is 1)
//  "flags" "ao"  // only 
clients with either the "a" or the "o" flag will be able to play that 
sound
 }
 "lol"  // Word trigger to randomly select 1 of 
multiple sounds
 {
  "file" "reload/lol.wav" // 
name of the 1st option, can also be 
"file1"
  "file2" "reload/evilaff.wav" // name of the 2nd 
option
  "file3" "reload/haha.wav"
  "file4" "reload/hehe.wav"
  "file5" 
"reload/muhaha.wav"
  "count" "5"  // number of 
sounds (default is 1)
  "volume" "1.0"   // Specify 
volume for this specific sound
 }
 "hi"  // Word trigger to 
randomly select 1 of multiple 
sounds
 {
  "file" "reload/hel.mp3" // name of 
the 1st option, can also be 
"file1"
  "file2" "reload/turr.mp3" // name of the 2nd 
option
  "file3" "reload/vahX.mp3"
  "count" "3"  // 
number of sounds (default is 1)
  "volume" "1.0"   // 
Specify volume for this specific sound
 }
 "no"  // Word 
trigger to randomly select 1 of multiple 
sounds
 {
  "file" "reload/nnnooo.mp3" // name of 
the 1st option, can also be 
"file1"
  "file2" "reload/wein.mp3" // name of the 2nd 
option
  "count" "2"  // number of sounds (default 
is 1)
  "volume" "1.0"   // Specify volume for this 
specific sound
 }
 "gg"  // Word trigger to randomly select 
1 of multiple 
sounds
 {
  "file" "reload/agg0.mp3" // name of 
the 1st option, can also be 
"file1"
  "file2" "reload/bgg1.mp3" // name of the 2nd 
option
  "file3" "reload/cgg2.mp3"
  "count" "3"  // 
number of sounds (default is 1)
  "volume" "1.0"   // 
Specify volume for this specific sound
 }
 
// #### KARAOKE 
####
 "queen"  // Word trigger for 
Karaoke
 {
  "file" "enter_sounds/queenb.mp3"
  "karaoke" 
"queen.cfg" // name of config file for karaoke lyrics
// }
 // 
####FernFerret####
 // ####Action Sounds####
 // New Section 
showing how to use Action Sounds Extention
 // New 
Parameters:
 // - actiononly If this variable is set to 1, the 
sound cannot be 
 //      played by a menu or a 
client typing
 // - action  If the action filled in here 
is performed, the sound will play
 // - param   The 
best way to think of param is "Play Sound if [ACTION] with 
[PARAM]"
 // *     Some examples are Flag 
events**, or weapons***
 // - prob   The probability 
of a sound playing, if you want a sound to play 20% of the 
time
 // *     the fill in prob as ".2" or the 
percentage divided by 100
 // - playto  Play kill events 
to clients/teams
 // *    attacker - plays the 
sound to the attacker
 // *    victim - plays 
the sound to the victim
 // *    both - plays 
the sound to the attacker and the 
victim
 // *    ateam - plays the sound to the 
attacker team
 // *    vteam - plays the sound 
to the victim team
 //  - Some 
examples:
 //
// "rocket" //This example plays a random sound to 
the victim if he gets killed with a TF2 rocket 
launcher.
// {
//  "file" "saysound/rocket1.mp3"
//  "file2" "saysound/rocket2.mp3"
//  "file3" "saysound/rocket3.mp3"
//  "count" "3"
//  "admin" "1"
//  "actiononly" "1"
//  "action" "kill"
//  "param" "tf_projectile_rocket"
//  "playto" "victim"
// }
// "invincible"
// {
//  "file" "admin_plugin/invincible.wav"
//  "admin" "1"
//  "actiononly" 
"1"
//  "action" "uber"
//  // Note: If the 
action is uber, you do not need param
//  // Prob is assumed 1 or 
100% if nothing is 
provied
 }
"lightmyfire"
 {
  "file" "reload/moo.mp3"
  "admin" "0"
  "actiononly" 
"1"
  "action" "kill"
  "param"  "slam"
  "volume"    
"1.0"
  "playto" "both"
 }
"lightmyfire"
 {
  "file" "reload/pig_grunt.mp3"
  "admin" "0"
  "actiononly" 
"1"
  "action" "kill"
  "param"  "grenade_frag"
  "volume"    
"1.0"
  "playto" "both"
 }
"roundstart"
 {
  "file" "reload/cockrel.mp3"
  "actiononly" 
"1"
  "action" "round"
       
 "param" 
"start"
 }
"alarm"
 {
  "file"    
"enter_sounds/alarm_all_join_4.mp3"
 }
"ass"
 {
  "file"    
"reload/asshole.mp3"
 }
"au"
 {
  "file"    
"reload/au.wav"
 }
"baa"
 {
  "file"    
"reload/baa_01.mp3"
 }
"baba"
 {
  "file"    
"reload/baba.mp3"
 }
"bas"
 {
  "file"    
"reload/bastich.mp3"
  "volume" "0.5" 

 }
"bb"
 {
  "file"    
"reload/bb.mp3"
 }
"bld"
 {
  "file"    
"reload/blood.mp3"
  "volume"    
"0.5"
 }
"bov"
 {
  "file"    
"reload/bov.mp3"
 }
"brb"
 {
  "file"    
"reload/brb.wav"
 }
"nw"
 {
  "file"    
"reload/came_out_of_nowhere.mp3"
 }
"chicken"
 {
  "file"    
"reload/chickensquak.wav"
 }
"cock"
 {
  "file"    
"reload/cockrel.mp3"
 }
"ch"
 {
  "file"    
"reload/ch.mp3"
        
}
"co"
 {
  "file"    
"reload/comeout.mp3"
 }
"cf"
 {
  "file"    
"reload/crazyfool.wav"
 }
"cry"
 {
  "file"    
"reload/cry.mp3"
 }
"daddy"
 {
  "file"    
"reload/daddy2.mp3"
 }
"Dafun"
 
 {
  "file"    
"reload/daf.mp3"
  "volume"    
"0.3"
 }
"die"
 {
  "file"    
"reload/dhuman.mp3"
 }
"denial"
 {
  "file"    
"reload/denial.mp3"
 }
"dog"
 {
  "file"    
"reload/dogchit.wav"
 }
"ds"
 {
  "file"    
"reload/dontshoot.mp3"
 }
"eng"
 {
  "file"    
"reload/english.mp3"
 }
"ty"
 {
  "file"    
"reload/fucku.mp3"
 }
"go"
 {
  "file"    
"reload/gameover1.mp3"
 }
"gotr"
 {
  "file"    
"reload/getofftheroof.mp3"
 }
"smart"
 {
  "file"    
"reload/smart.mp3"
 }
"gf"
 {
  "file"    
"reload/gf.mp3"
 }
"goat"
 {
  "file"    
"reload/goat.mp3"
 }
"camper"
 {
  "file"    
"reload/going_camping.mp3"
 }
"haha"
 {
  "file"    
"reload/haha2.mp3"
 }
"jump"
 {
  "file"    
"reload/jumparound.mp3"
 }
"klax"
 {
  "file"    
"reload/klaxon.mp3"
 }
"grr"
 {
  "file"    
"reload/lion.mp3"
 }
"gw"
 {
  "file"    
"reload/gdwr.mp3"
 }
"meat"
 {
  "file"    
"reload/meat.mp3"
 }
"medic"
 {
  "file"    
"reload/medic.mp3" 
 }
"moan"
 {
  "file"    
"reload/moan.mp3"
 }
"moo"
 {
  "file"    
"reload/moo.mp3"
 }
"n1"
 {
  "file"    
"reload/nice2.mp3"
 }
"noob"
 {
  "file"    
"reload/noob.mp3"
 }
"Nooooooooooo"
 {
  "file"    
"reload/ssno.mp3"
 }
"np"
 {
  "file"    
"reload/nprob.mp3"
  }
"ns"
 {
  "file"    
"reload/ns.wav"
 }
"ok"
 {
  "file"    
"reload/ok.wav"
 }
"pf"
 {
  "file"    
"reload/perfect.mp3"
 }
"pig"
 {
  "file"    
"reload/pig_grunt.mp3"
 }
"poo"
 {
  "file"    
"reload/poop.mp3"
 }
"rp"
 {
  "file"    
"reload/rp.mp3"
 }
"sant"
 {
  "file"    
"reload/santa.mp3"
  "admin" "1"
  "adult" 
"1"
 }
"sop"
 {
  "file"    
"reload/soppywanker3.mp3" 
 }
"sry"
 {
  "file"    
"reload/sry2.mp3"
 }
"s1"
 {
  "file"    
"reload/sk.mp3"
 }
"v1"
 {
  "file"    
"reload/vict.mp3" 
 }
"vns"
 {
  "file"    
"reload/vns_low.wav"
 }
"well"
 {
  "file"    
"reload/well.mp3"
 }
"woo 
hoo"
 {
  "file"    
"reload/woo_hoo1.mp3"
 }
"wow"
 {
  "file"    
"reload/wow.mp3"
 }
"wtf"
 {
  "file"    
"reload/wtf.wav"
 }
"yb"
 {
  "file"    
"reload/yeahbaby.wav"
 }
"yeah"
 {
  "file"    
"reload/yik.mp3"
 }
"yes"
 {
  "file"    
"reload/yes3.mp3"
uncleharvey is offline
uncleharvey
Junior Member
Join Date: Dec 2015
Location: Derbyshire, UK
Old 01-02-2016 , 09:44   Re: Say Sounds (including Hybrid Edition) (4.0.8)
Reply With Quote #1210

Ive had a further look and it seems that every sound I play from a word trigger actually plays twice. This is what is causing the problems with the multiple sounds.

Any ideas?
uncleharvey is offline
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