To avoid it i saw on the Wiki that playing a sound on a channel overrides any sound playing on the same channel, so i was thinking to use the voice sound on the same channel so the old sound (with the sentence X) is 'erased' and the new sound (with the sentence Y) is heard instead of hearing the old and new (Sentence X and Y) together.
I've tried it and i have no luck, even if i put CHAN_VOICE instead of an integer value both old and new sound are heard together, causing an echo or inconsistencies on the sentences.
I give the code if anyone can help
Here's the code of the Decorate lump
Code: Select all
actor MK_ShotgunGuy: ShotgunGuy replaces ShotgunGuy
{
damagefactor "BFGBall", 10.0
damagefactor "Rocket", 5.0
states
{
XDeath:
SPOS M 0
SPOS MM 0 A_SpawnItemEx("XtremeBlood",0,0,20,0,0,0,0)
SPOS M 5
SPOS N 5 A_XScream
SPOS O 5 A_NoBlocking
SPOS PQRST 5
SPOS U -1 A_PlaySound("Fatality",CHAN_VOICE|CHAN_NOPAUSE,2.5,false,ATTN_NONE)
Stop
}
}Code: Select all
FATA1 FATAL1 //Shao Khan voices: "Fatality"
FATA2 FATAL2 //"Excellent"
FATA3 FATAL3 //"Outstanding"
FATA4 FATAL4 //"Well Done"
$random FATALITY { FATA1 FATA2 FATA3 FATA4 }