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EmitSoundToAll Issues


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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 08-21-2015 , 10:00   Re: EmitSoundToAll Issues
Reply With Quote #11

Since you apparently are using CS:GO, you need to use the "Fake precaching and EmitSound" method described on the CS:GO Quirks page.

The second argument to EmitSoundToAll (or third to EmitSound) has an entity argument to emit the sound from. As far as I know, the sound level controls how far away the sound can be heard.
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ZASTRELIS
Veteran Member
Join Date: Nov 2010
Location: Siberia, Irkutsk
Old 08-21-2015 , 12:24   Re: EmitSoundToAll Issues
Reply With Quote #12

Quote:
Quote:
public Plugin:myinfo =
{
name = "[CS:GO] Player Explode",
author = "TechKnow & Twilight Suzuka & Neoxx",
description = "Player explodes on death",
version = PLUGIN_VERSION,
url = "http://www.sourcemod.net/"
};
Quote:
mitSoundToAll(sound,SOUND_FROM_WORLD,SNDCHAN_ AUTO,SNDLEVEL_NORMAL,SND_NOFLAGS,SNDVOL_NORMA L,SNDPITCH_NORMAL,-1,orig,NULL_VECTOR,true,0.0);
Thanks man ) I didn't know about SOUND_FROM_WORLD

Last edited by ZASTRELIS; 08-21-2015 at 12:26.
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ZASTRELIS
Veteran Member
Join Date: Nov 2010
Location: Siberia, Irkutsk
Old 08-23-2015 , 02:40   Re: EmitSoundToAll Issues
Reply With Quote #13

New question. I use this:

Code:
EmitSoundToAll( RELATIVE_MENUOK_PATH, SOUND_FROM_WORLD, SNDCHAN_AUTO, SNDLEVEL_NORMAL, SND_NOFLAGS, SNDVOL_NORMAL, SNDPITCH_NORMAL, -1, f_plrOrigin[ client ], NULL_VECTOR, true, 0.0 );
where 'updatePos' is true but in game sound stays from at first position where it have been played. I need make whatever sound pos should be as player pos..

Last edited by ZASTRELIS; 08-23-2015 at 02:42.
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