In what I can only assume is a weird oversight, there's no way to produce a silent quake right now. Both A_Quake and A_QuakeEx occupy a sound channel, even if you pass "" or a null sound*. Since it's frequently used to add effect to enemy or weapon attacks, this is a problem (and while specifying a channel for the other sounds does work around it, this should still be a feature).
* Call A_StartSound, then A_Quake(Ex), and the previous sound will be cut off, because A_Quake(Ex) occupies CHAN_BODY.
QF_SILENT flag for A_QuakeEx
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QF_SILENT flag for A_QuakeEx
Last edited by Jekyll Grim Payne on Mon Jun 27, 2022 10:52 am, edited 3 times in total.
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Re: QF_SILENT flag for A_QuakeEx
Yes you can. Just use "" for the sound parameter. Doesn't play any noise at all.
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Re: QF_SILENT flag for A_QuakeEx
I think this is the issue with that:Major Cooke wrote:Yes you can. Just use "" for the sound parameter. Doesn't play any noise at all.
Jekyll Grim Payne wrote:Both A_Quake and A_QuakeEx occupy a sound channel, even if you pass "" or a null sound.
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Re: QF_SILENT flag for A_QuakeEx
I'm re-opening this (and will send a PR soon).
It has to be a new flag, to not break old mods
It has to be a new flag, to not break old mods
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Re: QF_SILENT flag for A_QuakeEx
Wouldn't making the function play an empty sound file also work, without needing any additional code ?
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Re: QF_SILENT flag for A_QuakeEx
You'd think but:inkoalawetrust wrote:Wouldn't making the function play an empty sound file also work, without needing any additional code ?
so in otherwords, it will interrupt any sound playing on the sound channel even if sound name is null.Jekyll Grim Payne wrote:Both A_Quake and A_QuakeEx occupy a sound channel, even if you pass "" or a null sound.