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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 07-02-2006 , 12:20   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #471

as i said to jqp122 but he did not answered:
disable all mp3s and readd in small groups to identify the mp3 that is causing this error
once you got it plz send me this mp3
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s1phrx
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Join Date: Jul 2006
Old 07-03-2006 , 21:46   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #472

Hello,
The plugin seems to work well so far.
Thank you for the effort btw.
Is there still no way to disable the connecting/disconnect sounds??

That is the one prob I have ... it is annoying at the start of the map when 15 players are joining.
Maybe if it just played once per map after a set period of time or whatever.

Thanks again for your work and support on it.
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Garion
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Join Date: Feb 2006
Old 07-03-2006 , 22:34   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #473

if you don't want any connect or disconnect sounds, just simply erase the sound files you have listed for entering and exiting
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s1phrx
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Join Date: Jul 2006
Old 07-03-2006 , 22:48   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #474

Quote:
Originally Posted by Garion
if you don't want any connect or disconnect sounds, just simply erase the sound files you have listed for entering and exiting
I thought about that, but want to use the sounds manually, so then I would have to remove the actually code, and that may cause errors.

I dont even mind the entry/exit sounds so much during play ... it's at map change that is the main prob when everyone joins at once.
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karlos
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Old 07-04-2006 , 06:32   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #475

use this:
Quote:
mp_sank_sounds_freezetime <x> - x = time in seconds to wait till first sounds are played (connect sound)
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s1phrx
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Old 07-04-2006 , 14:59   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #476

Quote:
Originally Posted by karlos
use this:
Ok, but will that just delay the sounds?

If 10 people join, and the sounds are delayed for 2 min, will it still play all 10 sounds at the delayed time?
Or perhaps just once for everyone?

Also does the "mp_" mean "map"? So this is only delaying at round start, not delaying every connect sound for 2 min during play as well?

And it goes into the .sma correct?

Last night I commented out the connect-sound file names and it didn't play any at all, but have not had time to fully test it yet.

Thank you
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karlos
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Old 07-04-2006 , 15:17   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #477

mp_sank_sounds_freezetime 30

this mean that when map is loaded the next 30 secs there will be no join/exit sounds at all
only after map load
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s1phrx
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Old 07-04-2006 , 15:40   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #478

Quote:
Originally Posted by karlos
mp_sank_sounds_freezetime 30

this mean that when map is loaded the next 30 secs there will be no join/exit sounds at all
only after map load
lol ... I guess that means, "Just try it".

Thanks Karlos!
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jqp122
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Join Date: Jun 2006
Old 07-26-2006 , 14:12   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #479

any fix for the mp3 problem? if not, can someone direct me to the previous build?

Last edited by jqp122; 07-26-2006 at 14:37. Reason: addition
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karlos
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Join Date: Apr 2004
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Old 07-26-2006 , 21:46   Re: Sank Sounds (Luke Sankey) (v1.5.0)
Reply With Quote #480

Quote:
Originally Posted by jqp122
any fix for the mp3 problem? if not, can someone direct me to the previous build?
yes it can be fixed
but no support from you = no fix
i cannot reproduce the error so you need to do:

Quote:
disable all mp3s and readd in small groups to identify the mp3 that is causing this error
once you got it plz send me this mp3 so i can see what is wrong and fix it
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