Checked, no other blood actors are interfering, SpawnSound confusingly creates an error on doom startup, (unknown actor property) and all other sound properties have no effect.
If I had the breakdown of the frames and states I would just put the sound in as an A_Playsound but the wiki doesnt have the Blood class defined like the others.
blood splat and bullet puff sounds
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- DrewbieDoobie007
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- Location: Shelton, Nebraska, USA
- Ryan Cordell
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Re: blood splat and bullet puff sounds
SpawnSound never existed. It's SeeSound.
- DrewbieDoobie007
- Posts: 171
- Joined: Thu Jul 24, 2003 8:12 pm
- Location: Shelton, Nebraska, USA
Re: blood splat and bullet puff sounds
Yeah I saw that, it still exists in the WIKI under projectiles, regardless, seesound still doesnt do the trick...
Re: blood splat and bullet puff sounds
My bad, it's been a long day. What I actually meant was to call A_PlaySound in the Blood actor's Spawn state. I'll look into this later.BladeNightflame wrote:SpawnSound never existed. It's SeeSound.
Re: blood splat and bullet puff sounds
Sorry for the double-post.
Here's the Blood actor definition from the source code repository. Stick a zero-length call to A_PlaySound in the Spawn state as before to get the 'splat/thump' sound working.
Offtopic, I just heard that Heath Ledger's been found dead. Shocking. I'm sure his performance as The Joker will be even more unsettling now. Such a shame.
Here's the Blood actor definition from the source code repository. Stick a zero-length call to A_PlaySound in the Spawn state as before to get the 'splat/thump' sound working.
Code: Select all
ACTOR Blood
{
SpawnID 130
Mass 5
+NOBLOCKMAP
+NOTELEPORT
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("splat/thump")
BLUD CBA 8
Stop
// there's also a 'Spray' state defined; I've no idea what it's for.
}
}
- DrewbieDoobie007
- Posts: 171
- Joined: Thu Jul 24, 2003 8:12 pm
- Location: Shelton, Nebraska, USA
Re: blood splat and bullet puff sounds
Thats exactly what I needed and this now works perfectly. THANKS!