You can remove "#include <emitsoundany>" from zombiereloaded.sp
The api that include in emitsoundany.inc will has "Any" at behind of it.
such as '
PrecacheSoundAny' , '
EmitSoundToAllAny' , '
EmitSoundToClientAny'
just change it back to '
PrecacheSound' , '
EmitSoundToAll' , '
EmitSoundToClient'
because of 2018 CS:GO update, emitsoundany.inc is no longer need (Source:
https://forums.alliedmods.net/showthread.php?t=237045)
Many people already known about it but there also many people who don't know about it.
soundeffects.inc of Z:R plugin will look like this. And you will hear a zombie sound normally when somebody get infected
PHP Code:
/*
* ============================================================================
*
* Zombie:Reloaded
*
* File: soundeffects.inc
* Type: Core
* Description: Basic sound-management API.
*
* Copyright (C) 2009-2013 Greyscale, Richard Helgeby
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
* ============================================================================
*/
/**
* Maximum sound path length.
*/
#define SOUND_MAX_PATH 128
/**
* Ambient sound channel.
*/
#define SOUND_AMBIENT_CHANNEL 8
#include "zr/soundeffects/voice"
#include "zr/soundeffects/ambientsounds"
#include "zr/soundeffects/zombiesounds"
/**
* Load sound effects data.
*/
SEffectsLoad()
{
// Load ambient sound cvars.
AmbientSoundsLoad();
}
/**
* Map is starting.
*/
SEffectsOnMapStart()
{
// Forward event to sub-modules.
AmbientSoundsOnMapStart();
}
/**
* Client is joining the server.
*
* @param client The client index.
*/
SEffectsClientInit(client)
{
// Forward event to sub-modules.
AmbientSoundsClientInit(client);
ZombieSoundsClientInit(client);
}
/**
* The round is starting.
*/
SEffectsOnRoundStart()
{
// Forward event to sub-modules.
VoiceOnRoundStart();
AmbientSoundsOnRoundStart();
}
/**
* The round is ending.
*/
SEffectsOnRoundEnd()
{
// Forward event to sub-modules.
VoiceOnRoundEnd();
AmbientSoundsOnRoundEnd();
ZombieSoundsOnRoundEnd();
}
/**
* Client is spawning into the game.
*
* @param client The client index.
*/
SEffectsOnClientSpawn(client)
{
// Forward event to sub-modules.
VoiceOnClientSpawn(client);
ZombieSoundsOnClientSpawn(client);
}
/**
* Client is spawning into the game. *Post
*
* @param client The client index.
*/
SEffectsOnClientSpawnPost(client)
{
// Forward event to sub-modules.
AmbientSoundsOnClientSpawnPost(client);
}
/**
* Client has been killed.
*
* @param client The client index.
*/
SEffectsOnClientDeath(client)
{
// Forward event to sub-modules.
ZombieSoundsOnClientDeath(client);
}
/**
* Client has been hurt.
*
* @param client The client index.
*/
SEffectsOnClientHurt(client)
{
// Forward event to sub-modules.
ZombieSoundsOnClientHurt(client);
}
/**
* Client has been infected.
*
* @param client The client index.
*/
SEffectsOnClientInfected(client)
{
// Forward event to sub-modules.
VoiceOnClientInfected(client);
ZombieSoundsOnClientInfected(client);
}
/**
* Client has been turned back human.
*
* @param client The client index.
*/
SEffectsOnClientHuman(client)
{
// Forward event to sub-modules.
VoiceOnClientHuman(client);
}
/**
* Emits an ambient sound
*
* @param sound The path to the sound file (relative to sounds/)
* @param soundvolume The volume of the sound (0.0 - 1.0)
* @param client (Optional) Client index to play sound to.
*/
SEffectsEmitAmbientSound(const String:sound[], Float:ambientvolume = 1.0, client = -1)
{
// Precache sound before playing.
PrecacheSound(sound);
if (ZRIsClientValid(client))
{
// Emit ambient sound.
EmitSoundToClient(client, sound, SOUND_FROM_PLAYER, SOUND_AMBIENT_CHANNEL, _, _, ambientvolume);
// Flag client that sound is playing.
bAmbientSoundsIsPlaying[client] = true;
}
else
{
for (new x = 1; x <= MaxClients; x++)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
// Emit ambient sound.
EmitSoundToClient(x, sound, SOUND_FROM_PLAYER, SNDCHAN_AUTO, _, _, ambientvolume);
}
}
}
/**
* Stop an ambient sound
*
* @param sound The path to the sound file (relative to sounds/)
*/
SEffectsStopAmbientSound(const String:sound[])
{
// x = client index.
for (new x = 1; x <= MaxClients; x++)
{
// If client isn't in-game, then stop.
if (!IsClientInGame(x))
{
continue;
}
// Stop ambient sound.
StopSound(x, SOUND_AMBIENT_CHANNEL, sound);
}
}
/**
* Replay an ambient sound
*
* @param sound The path to the sound file (relative to sounds/)
*/
/**
* Emits a sound from a client.
*
* @param client The client index.
* @param sound The sound file relative to the sound/ directory.
* @param level The attenuation of the sound.
*/
SEffectsEmitSoundFromClient(client, const String:sound[], level = SNDLEVEL_NORMAL)
{
// Precache sound before playing.// Emit sound from client.
PrecacheSound(sound);
// Emit sound from client.
EmitSoundToAll(sound, client, _, level);
}
infect.inc start at line 647
PHP Code:
public Action:InfectCountdown(Handle:timer)
{
new bool:countdown = GetConVarBool(g_hCvarsList[CVAR_INFECT_MZOMBIE_COUNTDOWN]);
if (!countdown)
{
InfectStopCountdown();
return Plugin_Stop;
}
// Read the info from the datapack.
ResetPack(hInfectCountdownData);
new Float:length = ReadPackFloat(hInfectCountdownData);
new Float:counter = ReadPackFloat(hInfectCountdownData);
// Check if the countdown has finished.
if (counter >= length)
{
InfectStopCountdown();
return Plugin_Stop;
}
new counter_int = RoundToNearest(length - counter);
char sounddir[128];
Format(sounddir, 128, "sound/zr/countdown/%i.mp3", counter_int);
if(FileExists(sounddir))
{
ReplaceString(sounddir, 128, "sound/", "");
EmitSoundToAll(sounddir);
}
// Print the countdown text to the clients.
TranslationPrintCenterTextAll(false, "Infect countdown", counter_int);
counter++;
// Write the new counter value to the datapack.
ResetPack(hInfectCountdownData);
WritePackFloat(hInfectCountdownData, length);
WritePackFloat(hInfectCountdownData, counter);
return Plugin_Continue;
}
CountDown()
{
int count = 1;
char sounddir[128];
Format(sounddir, 128, "sound/zr/countdown/%i.mp3", count);
while(FileExists(sounddir))
{
AddFileToDownloadsTable(sounddir);
ReplaceString(sounddir, 128, "sound/", "");
PrecacheSound(sounddir);
count++;
Format(sounddir, 128, "sound/zr/countdown/%i.mp3", count);
}
}
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