Playsound cmd

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Apothem
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Playsound cmd

Post by Apothem »

How do i use it? because when i tried ingame, it didnt play the sound i just got nothing.
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DrewbieDoobie007
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Post by DrewbieDoobie007 »

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.
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Apothem
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Post by Apothem »

so in order to play a sound you have to put in the group name and the sound name with command?
(ie playsound om/g omfg)
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DrewbieDoobie007
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Post by DrewbieDoobie007 »

no
just the first part
(my examples)

Playsound misc/newsound
or
Playsound shit/beans
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Apothem
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Post by Apothem »

ah okay, is there any way to play these sounds in a multiplayer game and get them to be heard by all the players? (ie have multiple taunts for a specific skin or something)
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DrewbieDoobie007
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Post by DrewbieDoobie007 »

not unless they have the exact same custom wad as u, and im still not sure if they would hear it or not.
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Apothem
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Post by Apothem »

well, i tried to see if they could, and we both had the wad and i could hear the sounds and he couldnt. Could i have been doing something wrong?
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DrewbieDoobie007
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Post by DrewbieDoobie007 »

nah, Im thinking the playsound command isnt global or whatever, randy could give us the lowdown on this but I think it only plays a sound on the side that activated the command.
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Apothem
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Post by Apothem »

Gah, i wish it could be global. make your own skins with multiple custom taunts and sfx you can play in game. It'd prolly be really easy to code too.
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DrewbieDoobie007
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Post by DrewbieDoobie007 »

definitely, RANDY, COME AND SEE HERE
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HotWax
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Post by HotWax »

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.
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Enjay
 
 
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Post by Enjay »

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.
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DrewbieDoobie007
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Post by DrewbieDoobie007 »

yeah I realized that point too but I was too lazy to edit my thread
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Apothem
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Post by Apothem »

HotWax wrote:Playsound is for debugging purposes.
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?
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