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Sank Sounds (Luke Sankey) (v1.8.4)


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karlos
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Join Date: Apr 2004
Location: Germany/Poland
Old 05-24-2016 , 14:29   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1111

"loose identation" is not something I would ignore. This will most probabely lead to undeasired code behaviour.
I will come up with something more robust (already started) but will not be done until end of weekend due to lack of time.
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Nero-sama
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Join Date: Mar 2009
Old 06-06-2016 , 16:42   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1112

I just noticed something: When using .wav files for the triggers, this warning shows up:

S_LoadSound: Couldn't load /sound/FolderWhereSoundResidesIn/_period.wav

(also some .wavs throw this: WARNING! sound/zelda/look.wav is causing runtime sample conversion!)
They still play, mind you. o.O
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gabuch2
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Join Date: Mar 2011
Location: Chile
Old 06-06-2016 , 17:09   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1113

Quote:
Originally Posted by Nero-sama View Post
I just noticed something: When using .wav files for the triggers, this warning shows up:

S_LoadSound: Couldn't load /sound/FolderWhereSoundResidesIn/_period.wav

(also some .wavs throw this: WARNING! sound/zelda/look.wav is causing runtime sample conversion!)
They still play, mind you. o.O
From what I understand, this plugin play wav sounds using Speak (spk command), and I believe it's the same method to make NPCs talk hence why the engine automatically tried to parse a _period or _comma (if any). For reference, look in the scientist/ and hgrunt/ folders, they have their respective _period and _comma sounds.

Just ignore the first warning.

I do not know about the second warning.
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Last edited by gabuch2; 06-06-2016 at 17:14.
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georgik57
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Join Date: Oct 2008
Location: 🎧Music World
Old 06-07-2016 , 11:51   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1114

Quote:
Originally Posted by Nero-sama View Post
I just noticed something: When using .wav files for the triggers, this warning shows up:

S_LoadSound: Couldn't load /sound/FolderWhereSoundResidesIn/_period.wav

(also some .wavs throw this: WARNING! sound/zelda/look.wav is causing runtime sample conversion!)
They still play, mind you. o.O
To get rid of the first warning spam, the code must play the sound without the extension for the WAV files.
Example:

Change
Code:
client_cmd(iID, "spk sound.wav")
to
Code:
client_cmd(iID, "spk sound")
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karlos
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Join Date: Apr 2004
Location: Germany/Poland
Old 06-07-2016 , 14:48   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1115

I cannot reproduce the "S_LoadSound: Couldn't load " bug.
1) Which wav file?
2) What are the options (snd-list.cfg)?
3) What mod?

The warning "WARNING! sound/zelda/look.wav is causing runtime sample conversion" seems to be due to a wav format that cannot be handled by HL correctly. You will need to convert it on your own.
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georgik57
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Old 06-07-2016 , 15:30   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1116

Quote:
Originally Posted by karlos View Post
I cannot reproduce the "S_LoadSound: Couldn't load " bug.
developer 1
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DJEarthQuake
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Join Date: Jan 2014
Location: Astral planes
Old 05-20-2017 , 11:38   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1117

Legendary Grandfather who taught us all a lot. This has to be one of the most highly regarded and demanded plugins. Fond beta memories when it was new amongst a bunch of other plugins. That was before it had rate and mix limiters. Now it is old it is one you will see in every admin's list who listens to the players. This iteration is completely error-free for me.

The underlying factor that encouraged comment was it fixed broken map(s) that would spam console precaches approaching an overflow level. Thank Sank!
Killer AMXMODX work White Panther.
PHP Code:
SV_StartSoundfile/folder/annoying.wav not precached (0
Yes pigs and bots can fly!
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karlos
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Join Date: Apr 2004
Location: Germany/Poland
Old 05-21-2017 , 06:50   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1118

Hi. I do not know if I got it correctly. But are you saying that this plugin helped in getting some maps to be playable? If so, how exactly?
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AllMassive
Senior Member
Join Date: Sep 2004
Location: /dev/urandom
Old 11-24-2017 , 11:34   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1119

I once again try to use the latest (1.8.4) Version - until now i used 1.6.6d.
The Sounds dont play at all - so i created some debug files:

amxx: 1.8.3-5144

amx_sound_debug:
https://gist.github.com/anonymous/fd...190b9eb4bfa2fe

#define DEBUG_MODE 1 :
https://gist.github.com/anonymous/d8...37ab208be75c13

1.8.4.sma edits:
https://gist.github.com/anonymous/22...d38fec32909150

SND-LIST.cfg:
https://gist.github.com/anonymous/47...e54d2edc9f8122

user.ini:
Code:
"STEAM_0:1:xxx" "bla" "bcdefghijklmnopqrstuH" "ace"
Switching only the amxx back to 1.6.6d and the sounds work.
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karlos
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Join Date: Apr 2004
Location: Germany/Poland
Old 11-25-2017 , 03:37   Re: Sank Sounds (Luke Sankey) (v1.8.4)
Reply With Quote #1120

I could not reproduce your issue. Could you send me one of your mp3 file (the smallest one).

PS: 1.8.6 is the latest version.
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