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Sound start/end time


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Vieni
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Join Date: Apr 2018
Old 05-12-2018 , 17:21   Sound start/end time
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Hi!
I'm wondering, is it possible to start sound at a given time?
For example, start at 0:04 and then stop it at 0:08?
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Natsheh
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Join Date: Sep 2012
Old 05-12-2018 , 18:19   Re: Sound start/end time
Reply With Quote #2

It depends on gametime or roundtime or real time?
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Vieni
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Join Date: Apr 2018
Old 05-12-2018 , 18:46   Re: Sound start/end time
Reply With Quote #3

On the sound's time. So the sound would start at the 4.sec of that.
For example you have a sound to play which contains "Hello, i'm your chicken for today".
It would say the "your chicken" in 0:02 - 0:03 and just that would be played
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fysiks
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Join Date: Sep 2007
Location: Flatland, USA
Old 05-12-2018 , 20:42   Re: Sound start/end time
Reply With Quote #4

This is the guide that I've been using recently to play sounds partially. Though, I've never tried to play a subset that isn't ether at the beginning or the end (can't remember if you can combine the S and E functionality with a single sound).

You might just need to create a new sound file with just the part that you want then you can simply play the whole sound.
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Vieni
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Join Date: Apr 2018
Old 05-13-2018 , 04:41   Re: Sound start/end time
Reply With Quote #5

Quote:
Originally Posted by fysiks View Post
This is the guide that I've been using recently to play sounds partially. Though, I've never tried to play a subset that isn't ether at the beginning or the end (can't remember if you can combine the S and E functionality with a single sound).

You might just need to create a new sound file with just the part that you want then you can simply play the whole sound.
Thank you very much, you helped a lot!
And i have one more question. Is it possible to use it in emit_sound? If not, could one of you make a code, which gets the player ids in the targeted player's x metered area?
With this we could make the 512 limit more "bigger" 'cause of the extra weapons' sounds
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HamletEagle
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Join Date: Sep 2013
Location: Romania
Old 05-13-2018 , 05:32   Re: Sound start/end time
Reply With Quote #6

Quote:
Originally Posted by Vieni View Post
Thank you very much, you helped a lot!
And i have one more question. Is it possible to use it in emit_sound? If not, could one of you make a code, which gets the player ids in the targeted player's x metered area?
With this we could make the 512 limit more "bigger" 'cause of the extra weapons' sounds
Loonk for find_sphere_class.
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Vieni
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Join Date: Apr 2018
Old 05-13-2018 , 06:19   Re: Sound start/end time
Reply With Quote #7

Thank both of you! You saved me from a lot of suffering!

Edit:

The start/end works fine just under 16000Hz.. So i think i won't use it :/

Last edited by Vieni; 05-13-2018 at 08:32.
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