by Nash » Sat Oct 15, 2016 2:52 am
Confirming my suspicions...
Test WAD for regular ZDoom/GZDoom:
https://www.dropbox.com/s/5g1l4t6bwsee2 ... t.wad?dl=1
Press the blood wall to hear a long, repetitive sound of the Cyberdemon, using [wiki]LocalAmbientSound[/wiki].
- Sound will be fired off and you will hear it if you are currently viewing through yourself (either in first or third person)
- Use command AddBot then F12 to coop-spy through the bot. Press the wall. Sound will fail to fire off if you aren't viewing through yourself.
- More over, if you first fired off the sound in your own view, then do coop spy to view through the bot, the sound will continue playing like as if it's coming from the bot, and not you. :O
So in conclusion, ZDoom's sound playing mechanism has no way to play a sound and then selectively filter its "audience" in real-time. A sound will either be fired off or it won't. I won't concern myself with this issue then and just go ahead and do my thing.
Confirming my suspicions...
Test WAD for regular ZDoom/GZDoom: https://www.dropbox.com/s/5g1l4t6bwsee2a5/localsoundtest.wad?dl=1
Press the blood wall to hear a long, repetitive sound of the Cyberdemon, using [wiki]LocalAmbientSound[/wiki].
- Sound will be fired off and you will hear it if you are currently viewing through yourself (either in first or third person)
- Use command AddBot then F12 to coop-spy through the bot. Press the wall. Sound will fail to fire off if you aren't viewing through yourself.
- More over, if you first fired off the sound in your own view, then do coop spy to view through the bot, the sound will continue playing like as if it's coming from the bot, and not you. :O
So in conclusion, ZDoom's sound playing mechanism has no way to play a sound and then selectively filter its "audience" in real-time. A sound will either be fired off or it won't. I won't concern myself with this issue then and just go ahead and do my thing.