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[TUT] Replace Weapon Firing Sounds


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Depresie
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Join Date: Nov 2013
Old 07-12-2017 , 16:34   [TUT] Replace Weapon Firing Sounds
Reply With Quote #1

Today i'm gonna show you is how to replace a weapon's firing sound, without having to rewrite a lot of stuff..

I know this has been discussed around here and no one offered any solution that didn't involve rewriting a lot of the weapon's functions, so i am here to offer you an alternative

I am a lazy and inpatient person, so i'm gonna jump right to it, if anyone wants to rewrite the tutorial he is welcome..

PHP Code:

new gi_TempClip

public plugin_init()
{
    
register_plugin("Plugin""1.0""Author")

    
// Hooking weapon primary attack
    
RegisterHam(Ham_Weapon_PrimaryAttack"weapon_ak47""hook_weaponattack_pre"0)
    
RegisterHam(Ham_Weapon_PrimaryAttack"weapon_ak47""hook_weaponattack_post"1)
}

public 
hook_weaponattack_pre(iWeapon)
{
     new 
iWeaponClip get_pdata_int(iWeapon514)
     
gi_TempClip iWeaponClip
}

public 
hook_weaponattack_post(iWeapon)
{
      new 
iPlayer get_pdata_cbase(iWeapon414)
      new 
iWeaponClip get_pdata_int(iWeapon514)

      if(
gi_TempClip iWeaponClip)
      {
             switch(
random_num(01))
             {
                 case 
0emit_sound(iPlayerCHAN_WEAPON"weapons/famas-1.wav"1.0ATTN_NORM0PITCH_NORM)
                 case 
1emit_sound(iPlayerCHAN_WEAPON"weapons/famas-2.wav"1.0ATTN_NORM0PITCH_NORM)
             }
      }

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Last edited by Depresie; 07-14-2017 at 03:37.
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OciXCrom
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Join Date: Oct 2013
Location: Macedonia
Old 07-13-2017 , 07:57   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #2

I don't think "replace" is the correct word since you don't actually do that. "Overlap" would be much more appropriate. This won't work correct for pistols. Try using it on one and hold down the attack button.
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Depresie
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Join Date: Nov 2013
Old 07-13-2017 , 10:04   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #3

Fixed it to work correctly for pistols
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[email protected]
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Join Date: Jan 2010
Location: Russia, Ivanovo
Old 07-13-2017 , 18:14   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #4

if(pev_valid(iWeapon) >= 2) is not need here.
if(is_user_alive(iPlayer)) also.
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meTaLiCroSS
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Join Date: Feb 2009
Location: Viña del Mar, Chile
Old 07-14-2017 , 00:47   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #5

You'll be reproducing both fire sounds... right?
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Originally Posted by joropito View Post
You're right Metalicross
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Depresie
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Join Date: Nov 2013
Old 07-14-2017 , 03:40   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #6

@[email protected] Done, removed the not needed checks, added one more firing sound for the sake of diversity
@Metalicross Yes, both fire sounds should be "replaced"
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Last edited by Depresie; 07-14-2017 at 03:40.
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Natsheh
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Old 07-18-2017 , 06:57   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #7

How is this suppose to block the old sound?
From player chan_weapon? Or should be from the entity?
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Last edited by Natsheh; 07-18-2017 at 06:58.
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Depresie
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Old 07-19-2017 , 16:31   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #8

As far as i know, when you emit a sound on a specific channel, it will mute any other sound that is still playing on that respective channel...
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Last edited by Depresie; 07-19-2017 at 16:32.
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meTaLiCroSS
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Join Date: Feb 2009
Location: Viña del Mar, Chile
Old 07-29-2017 , 21:49   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #9

Quote:
Originally Posted by Depresie View Post
As far as i know, when you emit a sound on a specific channel, it will mute any other sound that is still playing on that respective channel...
So, you haven't tested this?
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Quote:
Originally Posted by joropito View Post
You're right Metalicross
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Black Rose
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Join Date: Feb 2011
Location: Upplands Väsby, Sweden
Old 08-01-2017 , 16:43   Re: [TUT] Replace Weapon Firing Sounds
Reply With Quote #10

It works pretty good in first person. But like all other methods, not when others are shooting.
When spraying you can sometimes make out the beginning of the original sound.
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