Code: Select all
actor.A_StopSound(CHAN_VOICE);
actor.A_StartSound(
"misc/secret",
slot: CHAN_VOICE,
flags: CHANF_DEFAULT,
attenuation: ATTN_NONE
);
Console.Printf("working? %s",
actor.IsActorPlayingSound(CHAN_VOICE)
? "yes" : "no"
);
This could be behaving as expected but I'd expect the intuitive behavior would be to start the sound paused until you close the console, as it does for CHANF_LOOP, just minus the looping at the end of course.
The included demo.zip includes a minimal zscript.txt + mapinfo.txt to load on DOOM 2 MAP01. You can try calling netevent test in the console to see the sound not play, and try binding it to a key to see it working outside the console.