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About sounds #348977
12/02/10 12:42
12/02/10 12:42
Joined: May 2009
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Caucasus
3run Offline OP
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I have some problems with sounds...
When I play too same sounds at the same time (for example if player one and two shoot together), then sounds starts jerking... (the second one).
How can I prevent that?


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Re: About sounds [Re: 3run] #348982
12/02/10 14:32
12/02/10 14:32
Joined: Jul 2009
Posts: 1,198
Berlin, Germany
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Liamissimo Offline
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If player two is jerking off you have done something wrong.

@Topic: What do you mean with jerking? Maybe it is just an echo effect which happens when two identically sounds are played one after the other in a short time


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Re: About sounds [Re: Liamissimo] #348985
12/02/10 15:45
12/02/10 15:45
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maybe you can define two SOUND* one for each player, I don't know if that will solve the problem.


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Re: About sounds [Re: painkiller] #348990
12/02/10 17:14
12/02/10 17:14
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Yes TheLiam, something like "echo", when two identically sound are played at the same time (or short time between them, as you said, example when two players shooting from the same type weapons at the same time). What can I do to fix that? It looks too weird frown


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Re: About sounds [Re: 3run] #349018
12/03/10 05:30
12/03/10 05:30
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Any one!


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Re: About sounds [Re: 3run] #349020
12/03/10 07:22
12/03/10 07:22
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wdlmaster Offline
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you could use snd_tune to slightly altering the sound's frequency. BUT this also leads to a "flanger" effect if the frequencies are nearly identical. Better use more sounds and select them randomly.

Re: About sounds [Re: wdlmaster] #349028
12/03/10 10:42
12/03/10 10:42
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But how can I select different sounds for one type of weapon? For example desert eagle, it has its shooting sound, do you mean that I need use two different sounds for it?! That isn't good solution I guess... Is that engines bug?? Or thats because A7's sound engine is sucks?? If you think that I made something wrong in my script, I can post it here.


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Re: About sounds [Re: 3run] #349033
12/03/10 11:25
12/03/10 11:25
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wdlmaster Offline
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Quote:
...do you mean that I need use two different sounds for it?!

no matter how many sounds you use. The more the better. Other games also use different sounds for weapons.
Code:
char s = random(5);
if s == 0 then ent_playsound(...)
if s == 1 then ent_playsound(...)
if s == 2 then ent_playsound(...)
...


or something like that. You could also use SWITCH instead of IF...
Quote:

Is that engines bug??

no
Quote:

Or thats because A7's sound engine is sucks??

no. But the sound system sucks indeed.
Quote:

If you think that I made something wrong in my script, I can post it here.

no, that's normal. If two identical sounds play at nearly the same time, some frequencies of the sound are "earsed".

Re: About sounds [Re: wdlmaster] #349034
12/03/10 11:32
12/03/10 11:32
Joined: May 2009
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Not much games uses two different sounds for same weapons. Could you tell me one? laugh Look at the half like for example, or counter strike. Why do they use one sound for each weapon's shoot? Something is wrong, or with my script or with engine... Must be an other solution for this. With out using "integer(random(3))"... And by the way, I use "snd_play" not "ent_playsound". Thank you for your help.


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Re: About sounds [Re: 3run] #349035
12/03/10 11:37
12/03/10 11:37
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Berlin, Germany
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Liamissimo Offline
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OR you take A8 when the new sound library is added.

In about 847493748 year maybe...with the other PhysX features


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-JCL, 2011
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