Say I have a flamethrow wav sound loop, is there there any script I can add which will, instead of starting the sound each time a projectile comes out, rather it will play it once only and loop the sound while the flame projectiles are coming out?
...does not actually allow for endless loops. The "loop" instruction merely cuts it off, which is not the same thing as a true endless loop. Try testing it, you'll see what I mean.
I have the same problem but for Laser Beam type weapons. I already made a check that it will only play the sound once per every living projectile, but it still stutters. The reason is that the frequency of projectiles is so huge in comparison with sound length.
Any ideas? What can be done in sounds.lua?
Edit: I mean weapons such as Penetratror and Doomsday Machine...
Joined: 17 Nov 2005, 02:43 Location: Raegquitting Spring on 04/24/12
The only way I have found to make it work nicely are using short sounds without an obvious beginning or end, just quickfade the beginning and end of it.
But I'm using the same sounds as the ones included in basecontent. I just play them manually from playsoundfile and then this happens. It doesn't happen if the sound is played by the engine. So that led me to believe that playsoundfile-items are not pre-cached.
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