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Sank Sounds (Luke Sankey) (v1.8.4)


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DJEarthQuake
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Old 10-03-2019 , 09:51   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1161

It only plays first sound in the config file of each keyword.
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DJEarthQuake
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Old 11-11-2019 , 07:09   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1162

Karlos do you have the previous source code until this gets resolved please? Other people are talking about this on other thread. There is no more variety. This plugin is static not dynamic. Only 1 wav per word is the output when multiple exist. This is the 5th notice.

Quote:
Originally Posted by DJEarthQuake View Post
v1.8.8: (2019.05.05) -- I just downloaded a copy from source and it only plays the first sound on the list. The bots not being able to speak is in the bot source not here on AMXX. I checked. When I revert to an older copy of this plugin it works normally and plays more than just 1 sound per word from the config file.
Quote:
Originally Posted by Ykaru View Post
Hi, can someone tell why i can't add new sounds on Sank Sounds plugin ?
I add them to the server, they download when I enter the server, but when I write the word I put, nothing is heard.

PHP Code:
https://forums.alliedmods.net/showthread.php?t=5055 
Quote:
Originally Posted by Enrory View Post
yes me too pls fix this
Quote:
Originally Posted by terrum View Post
A fix for it only playing the first sound would be great. Thanks!
Quote:
Originally Posted by karlos View Post
Hi,
I did not receive any notices.

Update v1.8.9: (2019.10.03)
added:
- Option to allow bots to use sounds
fixed:
- Always playing first sound.
Did you test your work? Are you able to handle upkeep? The lack of situational awareness and lack of action is alarming.
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karlos
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Old 11-11-2019 , 14:35   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1163

Version 1.8.9 is working fine.
It is playing all sounds assocciated to a keyword.
Yes I have tested it using amxmodx 1.8.3. My highest number of sounds for a keyword is 5 and all of them are played.

Sounds a are picked randomly. So having 5 sounds it can happen that sound 1 is played 10 times in a row; which is possible and correct behaviour, even though uncommon (statistics / probability distribution).

Sources of all previous versions are available on github since one month (see first page).

Even though I do not have to justify myself (what I already did in my previous post):
As I already said: I did not get a notice from the forum that someone posted here. If I do not know of any bug I cannot fix it.
As already written, it was fixed a month ago in version 1.8.9.
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DJEarthQuake
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Old 11-12-2019 , 09:46   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1164

Thanks. New one resolved known issue.

* v1.8.9: (2019.10.03)
* - added:
* - Option to allow bots to use sounds
* - fixed:
* - Always playing first sound.
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roots
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Join Date: Apr 2020
Old 04-14-2020 , 08:38   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1165

Hello,
First of all, nice plugin, thanks.
I have read the readme.txt file and I have not found what I'm looking for.
Is there a option for player in order to stop all sounds, like sounds on, sounds off?
Thanks
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OciXCrom
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Old 04-14-2020 , 08:40   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1166

Quote:
Originally Posted by roots View Post
Hello,
First of all, nice plugin, thanks.
I have read the readme.txt file and I have not found what I'm looking for.
Is there a option for player in order to stop all sounds, like sounds on, sounds off?
Thanks
Simply /sound
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AllMassive
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Join Date: Sep 2004
Location: /dev/urandom
Old 09-09-2020 , 23:00   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1167

With 1.8.9 a Admin-triggered play of a sound 'overrules' a already playing sound.
The former Sound is interrupted immidiatly and the Admins-Keyword is played.
Former Versions of Sanksounds wrote a notice, that theres already a sound playing.
SND_MODE is 5

Last edited by AllMassive; 09-09-2020 at 23:04.
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karlos
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Old 09-10-2020 , 02:17   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1168

Version 1.8.9 has no change compared to 1.8.8 that could lead to such a behaviour.
Check CVAR "mp_sank_sounds_obey_duration".

1 = Users have to obey
2 = Admin with internal flag "ACCESS_ADMIN" (default ADMIN_LEVEL_A) have to obey
4 = Admin with RCON flag have to obey

Add up each option that you want.
Eg: User + normal admins shall obey duration = 3

I do not know why this option is not part of the config.

EDIT:
I just noticed that there is an error when enabling obey duration for admins with "mp_sank_sounds_obey_duration". Will fix this.
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Last edited by karlos; 09-10-2020 at 04:36.
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AllMassive
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Old 09-10-2020 , 04:58   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1169

Before that 1.8.9 i had the 1.6.6d running.
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karlos
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Old 09-10-2020 , 05:22   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1170

Update v1.9.0: (2020.09.10)
changed:
- CVAR "mp_sank_sounds_obey_duration" replaced with config "SND_OBEY_DUR"
- CVAR "mp_sank_sounds_freezetime" replaced with config "FREEZE_TIME_CON"
fixed:
- Obey duration for admins would prevent them from playing any sound

If config file is not updated then default values are used:
SND_OBEY_DUR = 1
FREEZE_TIME_CON = 0
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