Playsound cmd
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
Playsound cmd
How do i use it? because when i tried ingame, it didnt play the sound i just got nothing.
- DrewbieDoobie007
- Posts: 171
- Joined: Thu Jul 24, 2003 8:12 pm
- Location: Shelton, Nebraska, USA
You have to define the sound in the sndinfo lmp.
I'm assuming that you added a sound to a wad.
WELL THATS NOT GOOD ENOUGH CHIEF!
OK so the sound you put in your wad is named something that I dunno, so we will call it NEWSOUND
go into the sndinfo lump and find the other sounds with misc/ in front of them and make your entry:
(entry name) (name of file in wad)
Misc/Newsound NEWSOUND
Then in the game type PLAYSOUND MISC/NEWSOUND
You don't necessarily need to make it a misc sound, your entry could be as odd as
Shit/Beans NEWSOUND
In this case you would need to type PLAYSOUND SHIT/BEANS in the game.
I'm assuming that you added a sound to a wad.
WELL THATS NOT GOOD ENOUGH CHIEF!
OK so the sound you put in your wad is named something that I dunno, so we will call it NEWSOUND
go into the sndinfo lump and find the other sounds with misc/ in front of them and make your entry:
(entry name) (name of file in wad)
Misc/Newsound NEWSOUND
Then in the game type PLAYSOUND MISC/NEWSOUND
You don't necessarily need to make it a misc sound, your entry could be as odd as
Shit/Beans NEWSOUND
In this case you would need to type PLAYSOUND SHIT/BEANS in the game.
- DrewbieDoobie007
- Posts: 171
- Joined: Thu Jul 24, 2003 8:12 pm
- Location: Shelton, Nebraska, USA
- DrewbieDoobie007
- Posts: 171
- Joined: Thu Jul 24, 2003 8:12 pm
- Location: Shelton, Nebraska, USA
- DrewbieDoobie007
- Posts: 171
- Joined: Thu Jul 24, 2003 8:12 pm
- Location: Shelton, Nebraska, USA
- DrewbieDoobie007
- Posts: 171
- Joined: Thu Jul 24, 2003 8:12 pm
- Location: Shelton, Nebraska, USA
Playsound is for debugging purposes. You can use ACS to generate sounds in the following manner:
ActivatorSound: Sound plays for all players but originates at the position of the Activator (like a taunt)
AmbientSound: Sound plays at same volume for all players regardless of position.
LocalAmbientSound: Sound plays for script activator only.
LocalSetMusic: Music changes for the Activator only.
SectorSound: Sound plays for all players but originates in the specified sector.
SetMusic: Music changes for all players.
ThingSound: Sound plays for all players but originates at the position of the specified Thing.
ActivatorSound: Sound plays for all players but originates at the position of the Activator (like a taunt)
AmbientSound: Sound plays at same volume for all players regardless of position.
LocalAmbientSound: Sound plays for script activator only.
LocalSetMusic: Music changes for the Activator only.
SectorSound: Sound plays for all players but originates in the specified sector.
SetMusic: Music changes for all players.
ThingSound: Sound plays for all players but originates at the position of the specified Thing.
Just in case it wasn't clear from the above instructions, sounds added to SNDINFO do not have to be put in groups.
eg
misc/newsound newsound
could easily be entered as
newsound newsound
then all you would need to type would be
playsound newsound
Although grouping can be nice and tidy, it isn't needed and if you are just adding a couple of sounds to a wad, it's pretty pointless.
eg
misc/newsound newsound
could easily be entered as
newsound newsound
then all you would need to type would be
playsound newsound
Although grouping can be nice and tidy, it isn't needed and if you are just adding a couple of sounds to a wad, it's pretty pointless.
- DrewbieDoobie007
- Posts: 171
- Joined: Thu Jul 24, 2003 8:12 pm
- Location: Shelton, Nebraska, USA
- Apothem
- Posts: 2070
- Joined: Sat Nov 29, 2003 7:13 pm
- Location: Performing open heart surgery on an ACS compiler.
So basically, i would have to create scripts in acs in the form of Thingsound for these things to be heard by all players? That and can the source of the sound move with the player if the script is activated? Another thing, heh, can i set an alias to a script number, as in make script 1 be taunt1 so i could just bind mouse4 to taunt one instead of puke 1?HotWax wrote:Playsound is for debugging purposes.