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Re: blood splat and bullet puff sounds

Posted: Tue Jan 22, 2008 10:50 am
by DrewbieDoobie007
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.

Re: blood splat and bullet puff sounds

Posted: Tue Jan 22, 2008 11:07 am
by Ryan Cordell
SpawnSound never existed. It's SeeSound.

Re: blood splat and bullet puff sounds

Posted: Tue Jan 22, 2008 11:09 am
by DrewbieDoobie007
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

Posted: Tue Jan 22, 2008 11:31 am
by Skippy
BladeNightflame wrote:SpawnSound never existed. It's SeeSound.
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.

Re: blood splat and bullet puff sounds

Posted: Tue Jan 22, 2008 5:54 pm
by Skippy
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.

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.
	}
}
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.

Re: blood splat and bullet puff sounds

Posted: Wed Jan 23, 2008 7:36 am
by DrewbieDoobie007
Thats exactly what I needed and this now works perfectly. THANKS!