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Solved [CSGO] multiple sounds behavior


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Lord_SAmMY
Junior Member
Join Date: Jun 2017
Old 06-23-2017 , 04:38   [CSGO] multiple sounds behavior
Reply With Quote #1

Hi,

i cannot play two sound files at once. I know about different channels.
I tried different combinations, but no success:
  • Ambient sound on SNDCHAN_VOICE and other sounds on SNDCHAN_AUTO
  • Ambient sound on channel 8 and other sounds on SNDCHAN_AUTO
  • Ambient sound on channel 7 and other sounds on SNDCHAN_AUTO
  • Ambient sound on channel 20 and other sounds on unique channels between 30 and 50
  • All sounds on SNDCHAN_AUTO
  • All sounds on channel 8
  • Ambient sound with client command "play" and other sounds on SNDCHAN_AUTO

Everytime second sound is playing, the first one stops instantly.
I am using EmitSoundToClient but i also tried EmitSound.
I have tried different ambient sounds and different "interrupt" sounds.
Sample rate: 44100khz, 128 kbps on all sounds.

Anybody an idea?

Last edited by Lord_SAmMY; 06-23-2017 at 11:48.
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Kinsi
Senior Member
Join Date: Apr 2013
Old 06-23-2017 , 06:45   Re: [CSGO] multiple sounds behavior
Reply With Quote #2

Set the speakerEntity to 0, this allows a sound to be played up to 5x at once. I guess you try to play custom sounds using the * diskstream hack eh?

Last edited by Kinsi; 06-23-2017 at 06:46.
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Lord_SAmMY
Junior Member
Join Date: Jun 2017
Old 06-23-2017 , 07:11   Re: [CSGO] multiple sounds behavior
Reply With Quote #3

Oh nice thanks, i did not find this solution anywhere. I will try it as soon as i can.

Quote:
I guess you try to play custom sounds using the * diskstream hack eh?
Right.

For knowledge, what does speakerentity?

Last edited by Lord_SAmMY; 06-23-2017 at 07:14.
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_GamerX
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Join Date: Jun 2011
Location: Fun Server
Old 06-23-2017 , 09:30   Re: [CSGO] multiple sounds behavior
Reply With Quote #4

use SNDCHAN_STATIC
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Lord_SAmMY
Junior Member
Join Date: Jun 2017
Old 06-23-2017 , 11:47   Re: [CSGO] multiple sounds behavior
Reply With Quote #5

Quote:
Originally Posted by Kinsi View Post
Set the speakerEntity to 0
Same problem as before.

Quote:
Originally Posted by _GamerX View Post
use SNDCHAN_STATIC
Thanks this fixed my issue!
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