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Re: ent_playsound on moving entities [Re: painkiller] #463742
12/23/16 14:21
12/23/16 14:21
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Reconnoiter Offline
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Originally Posted By: painkiller
I think that doesn't seem to work, at least on my computer. I tried to add a pXent_move call but still got the problem. Did you try it on the demo I uploaded?
, I tried it many times but I cannot get it working in your script. I do know there is a lot of differences between our scripts, but mine is getting quite big so it could be alot of things. If Superku's solution doesn't work out you could take a look at 3run's physx code on this forum, I used that as a base for the physx parts of my script. Probably some variable is different

Re: ent_playsound on moving entities [Re: Reconnoiter] #463743
12/23/16 16:08
12/23/16 16:08
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painkiller Offline OP
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Originally Posted By: Reconnoiter
Originally Posted By: painkiller
I think that doesn't seem to work, at least on my computer. I tried to add a pXent_move call but still got the problem. Did you try it on the demo I uploaded?
, I tried it many times but I cannot get it working in your script. I do know there is a lot of differences between our scripts, but mine is getting quite big so it could be alot of things. If Superku's solution doesn't work out you could take a look at 3run's physx code on this forum, I used that as a base for the physx parts of my script. Probably some variable is different


hmm in your code based on the 3run's demo you are using shade-c evo, aren't you? because I think that is related.

Anyway this is very strange indeed. I think I will use Superku solution for now as this is getting me a bit crazy, I've tested it also changing the volume depending of the distance and works fine. Thanks for the help wink

Last edited by painkiller; 12/23/16 16:09.

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Re: ent_playsound on moving entities [Re: painkiller] #463745
12/23/16 20:24
12/23/16 20:24
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Yes I use shade-c evo, glad to be of help (even though it didn't solve the weird problem).

Re: ent_playsound on moving entities [Re: Reconnoiter] #463746
12/23/16 21:17
12/23/16 21:17
Joined: May 2009
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After playing for a while with your demo (painkilled), I found out that evil comes from sc_setup (just comment it in main and you'll see that sound works correctly), at the end I could only strip down your demo to this functions:
Quote:
sc_materials_init();
sc_gBuffer_init(screen, SC_GBUFFER_DEFERRED, screen.settings.bitdepthGBuffer);
sc_deferredLighting_init(screen, 1, screen.settings.bitdepthLBuffer);
sc_forward_init(screen, SC_FORWARD_PASSTHROUGH); // option 2
They are called in sc_setup(SC_SCREEN* screen) (wrapper.c), seems that problem is in one of them.. I played a little bit with views in those files, but with no luck.

Greets


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Re: ent_playsound on moving entities [Re: 3run] #463747
12/23/16 21:36
12/23/16 21:36
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Bingo, with 3run's post I found the problem, do this:

sc_screen_default.settings.forward.enabled = 1;

Seems that the deferred pipeline was the culprit. So that is why the sounds worked in my script cause I turned it off already so particles would work in my script.


Last edited by Reconnoiter; 12/23/16 21:39.
Re: ent_playsound on moving entities [Re: Reconnoiter] #463749
12/23/16 21:53
12/23/16 21:53
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Team-play! grin


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Re: ent_playsound on moving entities [Re: 3run] #463750
12/23/16 21:58
12/23/16 21:58
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JCL would have been proud grin

Re: ent_playsound on moving entities [Re: Reconnoiter] #463787
12/27/16 17:10
12/27/16 17:10
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painkiller Offline OP
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wow thanks Reconnoiter and 3run!! setting forward renderer to 1 solved the problem indeed


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Re: ent_playsound on moving entities [Re: painkiller] #463800
12/29/16 06:08
12/29/16 06:08
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
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Hi,
looking to the solution it could have something to do with the AUDIBLE view flag set or missing on the main camera or one of the renderer view chains...

Salud!

Re: ent_playsound on moving entities [Re: txesmi] #463802
12/29/16 11:04
12/29/16 11:04
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painkiller Offline OP
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Originally Posted By: txesmi
Hi,
looking to the solution it could have something to do with the AUDIBLE view flag set or missing on the main camera or one of the renderer view chains...

Salud!


I tried to find issues with the AUDIBLE flag but I didn't find anything wrong in the shade-c code.


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