PlaySoundLoop for Decorate weapons

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wildweasel
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PlaySoundLoop for Decorate weapons

Post by wildweasel »

I'd like to request a Decorate function that will play a sound in a loop, on its own channel (so it won't be interrupted by other sounds coming from the player/weapon); as well as an equivalent command to stop whatever loop is playing on the weapon (A_StopSoundLoop). What I intend on using this for:

Weapons that make ambient hums when idling
Weapons with looping attack sounds (a la Far Cry or Unreal Tournament)
Usable inventory items that play a looping sound while active (Doom 3-style Berserk pack, Jedi Knight-style force powers, among others)

I'm pretty sure there's no way to do this at present. If there is, then nobody ever told me about it.
Last edited by wildweasel on Sun Aug 13, 2006 6:02 pm, edited 2 times in total.
ant1991331
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Re: PlaySoundLoop for Decorate

Post by ant1991331 »

THe Wiki wrote:A_LoopActiveSound
This might be in, I saw it in the wiki, but I think that is what you mean?

Also, you can make a looping sound, and it will loop until another sound overrides it.
Example:
Grab the Minigun sound from UT, and stick it in with XWE, it should loop when you use it in decorate.
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Post by wildweasel »

I don't know how to use A_LoopActiveSound and there is currently no article for it on the Wiki.
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Post by TheDarkArchon »

I don't know if it's been exported to DECORATE but it will play the active sound of an actor over and over. It's used in Strifes mini-rockets.
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Post by Ryan Cordell »

wildweasel wrote:I don't know how to use A_LoopActiveSound and there is currently no article for it on the Wiki.
Best guess is A_LoopActiveSound needs the ActiveSound defined in the actor.
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Post by wildweasel »

Okay, thanks to you guys I've learned how to do that much. But how do I stop the active sound (for weapons)?
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Grubber
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Post by Grubber »

A_StopSound
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Post by Ryan Cordell »

This'll ring up an idea with a few actors of mine.. :)
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Post by wildweasel »

A_LoopActiveSound only seems to work on actors. It produces no sound for weapons. As such, my feature suggestion ought to still be relevant.
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Post by wildweasel »

Updated my first post. Please take this into consideration.
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Post by wildweasel »

Apologies for the bump - but is there a chance of getting this feature anytime in the near future?
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Post by Ryan Cordell »

It is a nice idea however, so I agree with Weasel here. Much better than using A_PlaySound on selected frames, depending on it's length.
Think of all the frames you could save.
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Post by wildweasel »

Surprisingly, I still haven't recieved any official word on whether or not there will be a feature that allows you to play looped sounds on weapons. Hence, I'm bumping this yet again (at the risk of looking like a desperate noob).
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Post by Graf Zahl »

Impatience won't get you anywhere.
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Post by Ryan Cordell »

He has a right to express his worries since there were no replies.
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