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Say Sounds (including Hybrid Edition) (4.0.8)


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Doktor Haus
Junior Member
Join Date: Jun 2011
Old 06-10-2011 , 01:27   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #601

I can't, for the life of me, get this to work. I've been trying to test join sounds; the files are where they should be and in the right format, I've tried both mp3 and wav and nothing plays when I join. Does that function have to be enabled first or something?

Edit: Yes. Yes they do.
And apparently, they have to be .wav files. No mp3s I tried worked.

Last edited by Doktor Haus; 06-10-2011 at 01:42.
Doktor Haus is offline
gH0sTy
SourceMod Donor
Join Date: Jul 2008
Location: DE
Old 06-10-2011 , 13:28   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #602

mp3's will also work.
A mp3 with...
Sample Rate: 44,1 KHz
Sample Size: 16 bit
Bit Rate: 128 kbps (Constant Bit Rate)
works fine.
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Powerlord
AlliedModders Donor
Join Date: Jun 2008
Location: Seduce Me!
Old 06-10-2011 , 13:31   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #603

Quote:
Originally Posted by gH0sTy View Post
mp3's will also work.
A mp3 with...
Sample Rate: 44,1 KHz
Sample Size: 16 bit
Bit Rate: 128 kbps (Constant Bit Rate)
works fine.
I may have mentioned this before, but do NOT ever try to use a 48KHz sample rate, even in a WAV file. The game will not play it.
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Last edited by Powerlord; 06-10-2011 at 13:38.
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Doktor Haus
Junior Member
Join Date: Jun 2011
Old 06-11-2011 , 02:01   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #604

Quote:
Originally Posted by gH0sTy View Post
mp3's will also work.
A mp3 with...
Sample Rate: 44,1 KHz
Sample Size: 16 bit
Bit Rate: 128 kbps (Constant Bit Rate)
works fine.
You're right; thanks!
I was under the impression that because I could play 96kb mp3s in game, the plugin could call them as well, but... I assumed wrong.
Doktor Haus is offline
StrikerMan780
AlliedModders Donor
Join Date: Jul 2009
Location: Canada
Old 06-20-2011 , 14:54   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #605

What's the parameter for the Ullapool Caber explosion for Kill Sounds?

(IMHO, the list on the first post should be updated to show all of the new weapons)
StrikerMan780 is offline
Spyass
New Member
Join Date: Jun 2011
Old 06-20-2011 , 15:18   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #606

Cool you can use it with Alms mod

http://www.mediafire.com/?rail24tqwfo9wro
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gH0sTy
SourceMod Donor
Join Date: Jul 2008
Location: DE
Old 06-23-2011 , 07:07   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #607

Quote:
Originally Posted by StrikerMan780 View Post
What's the parameter for the Ullapool Caber explosion for Kill Sounds?
Code:
tf: ullapool_caber
tf: ullapool_caber_explosion
Quote:
Originally Posted by StrikerMan780 View Post
(IMHO, the list on the first post should be updated to show all of the new weapons)
Done
gH0sTy is offline
Vathral
Member
Join Date: Oct 2010
Old 06-23-2011 , 17:15   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #608

Our server has sounds with a wide range of bitrate that works just fine as long as the sample rate is 44Khz. Notice theres no specific event for the Sydney Sleeper so it shares the same as the regular snipe huh? What a shame Good to see I can make use of wrench_golden unless I missed it before which makes me blind.


edit: Scratch that, I see sydney on the list... I need glasses damnit >.<
Vathral is offline
Rainicorn
Member
Join Date: Jun 2011
Location: Palo Alto, California
Old 07-02-2011 , 20:52   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #609

Hello everyone! First of all I wanted to say that I love this mod. I have been using it on my server for months now to play custom uber songs, and it is a hit with my userbase.

I have two questions relating to this mod that I can't seem to figure out. The first relates to event triggers. No matter what I change in sm_saysounds.cfg, I can't seem to get the server to stop sending text to a victim during an event trigger.

For example, this is the code I am using for an event trigger:

Quote:
"holeymoley"
{
"file" "misc/ponyville/holeymoley.mp3"
"count" "1"
"admin" "1"
"actiononly" "1"
"action" "headshot"
"param" "headshot"
"playto" "victim"
}
The victim of the headshot receives text in chat saying "Victim: misc/ponyville/holeymoley.mp3" or something along those lines whenever the sound is played. Neither the uber sounds or word trigger sounds do this. It is only the event triggers and I can't figure out why. Does anyone know how I can disable it?

Another question I have is whether it is possible to replace the sound for a cart being pushed, or a dispenser healing a player. I used to force these via tf/scripts/game_sounds.txt, but it doesn't work anymore. If I could get it to work with Say Sounds somehow, that would be awesome. =B

Sorry for the long post and thank you for taking the time to read/reply~
Rainicorn is offline
Comtek
New Member
Join Date: Jul 2011
Old 07-02-2011 , 21:54   Re: Say Sounds (including Hybrid Edition) (3.2.6)
Reply With Quote #610

I NEED HELP!!!!!

I have an problem with this and other scripts using on Sourcemod.


In Say Sounds, if I want to change the Limit to "0" and the warning, also other thinks, then im editing the .sp File. On cfg/sourcemod/sm_saysounds.cfg too, but NOTHING HAPPENS!! I restarted all the time, checked if its write in correctly. But also the other scripts, if I want to change the CVAR on the .sp File, it does save it, but there is not effect in game. Its still on standard.

Can anyone PLSSS help me? I need a solution quickly
Comtek is offline
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