Unfortunately, it's not working as intended. When the player walks, enemy sounds fail to play. Testing this, I have no other sounds playing at all. Just the player and the enemy. If the player is walking, the enemy's attack sound never plays. As soon as I stop walking and thus the footstep sounds don't play, the enemy's attack sound will play.
As far as I can tell, the whole sound channel thing must not work as described in the wiki. It is worth noting that I am playing the footstep sounds through the ACS function "PlaySound" and the enemy sound is being played through the zscript function "A_PlaySound", I also tried "A_StartSound" and got the same results.
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//ACS script for player:
PlaySound(1000, "FTSPSTN1", 4);
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//zscript for enemy:
A_StartSound(MeleeSound, 2);
So to summarize the issue, I can't get the enemy sound (being played through zscript) to play while also playing sounds from the player, despite being on different channels...
Edit: Solved! Apparently I'm an idiot and had forgot that the sound playing for the enemy only occurs when they deal melee damage and that their attack state required playing a sound before any damage functions in order to get the initial swing sound for their melee attacks. It had nothing to do with the player's footstep sounds, they enemy was simply missing me when I was strafing LMAO.