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ent_playsound on moving entities #463690
12/21/16 16:06
12/21/16 16:06
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painkiller Offline OP
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well, I want to play sounds for the characters using ent_playsound instead of snd_play, for example for footsteps, weapons and so on. Right after starting the game, where the player it's on its original position the sound plays fine. However, if I move the character, for example to x=800, sounds can barely be heard. as you get farther from the original position the volume will get lower unitl you can't heard it.

According to the manual ent_playsound "Plays a 3D sound at the current position of the given entity". However, it looks like when you call ent_playsound it uses the entity original position instead of the current one.

Has anyone else noticed this behaviour?


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Re: ent_playsound on moving entities [Re: painkiller] #463691
12/21/16 16:23
12/21/16 16:23
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3run Offline
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I never noticed anything like that.. works pretty good for me. How many view do you have? Cause (as far as I know) there should be only one with flag AUDIBLE set on. Maybe there is a view, which doesn't move with the entity?

Greets!


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Re: ent_playsound on moving entities [Re: 3run] #463693
12/21/16 17:55
12/21/16 17:55
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painkiller Offline OP
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Originally Posted By: 3run
I never noticed anything like that.. works pretty good for me. How many view do you have? Cause (as far as I know) there should be only one with flag AUDIBLE set on. Maybe there is a view, which doesn't move with the entity?

Greets!


I'm using only the default camera view, so that shouldn't be a problem. Maybe Shade-c EVO or PhysX causes it? I think I used ent_playsound in the past and didn't have those issues


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Re: ent_playsound on moving entities [Re: painkiller] #463694
12/21/16 18:14
12/21/16 18:14
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3run Offline
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Probably the only way is going to be split project and add it piece by piece till problem occurs. Have you tried making simple example with one model playing sound?


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Re: ent_playsound on moving entities [Re: 3run] #463695
12/21/16 18:32
12/21/16 18:32
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painkiller Offline OP
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I think it's related somehow to shade-c evo. If I disable it then ent_playsound works fine


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Re: ent_playsound on moving entities [Re: painkiller] #463697
12/21/16 18:39
12/21/16 18:39
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3run Offline
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If it's related to shade-c evo, then probably rayp or Reconnoiter could help here, since they have good experience with it.


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Re: ent_playsound on moving entities [Re: 3run] #463698
12/21/16 22:25
12/21/16 22:25
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This is up to a windows setting iam pretty sure.
Go to audio settings and disable/uncheck things like sound boost/optimization ( sry dont know the proper names of the settings right now ).
i once had a similar prob (sounds played in a loop startet quiet and became louder and louder)and unchecking those things solved it. U could try that but i dont know if it helps in this case to be honest.

Last edited by rayp; 12/21/16 23:25.

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Re: ent_playsound on moving entities [Re: rayp] #463708
12/22/16 10:49
12/22/16 10:49
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painkiller Offline OP
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I don't have any special settings set on windows audio settings. The problem only seems to appear when using shade-c evo.

I've searched through all shade-c files and every created view has its AUDIBLE flag reset except for screen.views.gBuffer on sc_gBuffer.c line 46. However, changing it to reset doesn't seem to fix it neither.

Last edited by painkiller; 12/22/16 10:49.

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Re: ent_playsound on moving entities [Re: painkiller] #463711
12/22/16 12:03
12/22/16 12:03
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Perhaps its related to the variable doppler_factor? It sounds like that anyway. If that isn't it, it could perhaps be that Shade-c has a similar kind of variable that is experimental or such (would have to dig in the scripts though).

-edit, or it might be related to physx or such in the sense that the xyz coordinates that ent_playsound uses it perhaps not updated automatically. Try updating the xyz values manually too.

Last edited by Reconnoiter; 12/22/16 12:06.
Re: ent_playsound on moving entities [Re: Reconnoiter] #463713
12/22/16 12:18
12/22/16 12:18
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painkiller Offline OP
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Originally Posted By: Reconnoiter
Perhaps its related to the variable doppler_factor? It sounds like that anyway. If that isn't it, it could perhaps be that Shade-c has a similar kind of variable that is experimental or such (would have to dig in the scripts though).

-edit, or it might be related to physx or such in the sense that the xyz coordinates that ent_playsound uses it perhaps not updated automatically. Try updating the xyz values manually too.


I've tried to change doppler_factor and look for it on shade-c files but no luck.

xyz coordinates shouldn't be a problem I think, as I'm attaching the camera to the entity using them and that works fine.

Last edited by painkiller; 12/22/16 12:19.

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