INFO ABOUT sounds being played from origin (no fix yet)
Fragmagnet
Join Date: 2010-07-26 Member: 72873Members
<div class="IPBDescription">Havn't found the fix. But I might have noticed the issue</div>I remembered when I was messing around with lights
that if you screwed up a rotation up with some obscene value or something or it's location with an obscene value
it would be rendered at the origin.
Could the sounds be suffering from the same problem? (Or similar problem)
that if you screwed up a rotation up with some obscene value or something or it's location with an obscene value
it would be rendered at the origin.
Could the sounds be suffering from the same problem? (Or similar problem)
Comments
Here are the major files that deal with sound (or could deal with sound in a major way.)
If any lua coders wish to contribute, do so.
list which files you have searched through and not found the fix in.
<u><b>AmbientSound.lua</b></u>
<strike>Client.lua</strike> Maybe but no.
<strike>ClientEffects.lua</strike> seems to only involve cloaking and uncloaking.
<strike>ConsoleCommands_Client.lua</strike> nope
<strike>DSPEffects.lua</strike> Nope.
<u><b>EffectManager.lua</b></u>
<strike>Effects.lua</strike> It might be, but I don't think so.
<b>GeneralEffects.lua</b> Parents sounds to cinematics = maybe breaks stuff somehow?
<strike>LoopingSoundMixin.lua</strike> nope
<strike>NS2Gamerules.lua</strike> Only involves Win/Loss music.
<strike>Player.lua</strike> Looked through it.
<strike>PlayerEffects.lua</strike> I looked through it. Names effects.
<strike>Player_Client.lua</strike> Nope. Defines playerstates.
<strike>PlayingTeam.lua</strike> Nope.
<strike>Reverb.lua</strike> nah
<strike>Server.lua</strike> no.
<strike>Shared.lua</strike> loads soundeffect.lua and ambientsound.lua
<u><b>SoundEffect.lua</b></u>
<strike>Team.lua</strike> Probably not.
<strike>TooltipMixin.lua</strike> Nah.
<strike>Utility.lua</strike> Nope lol.
The three super powers huh.
Alright I'll play along.
AmbientSound.lua I'm not sure. I think this might just be defining and associating ambient sounds.
EffectManger.lua
SoundEffect.lua I looked through it IT COULD BE but I don't think so.
..... function StartSoundEffectAtOrigin(soundEffectName, atOrigin) oh this looks fancy
kDefaultMaxAudibleDistance = 50 **Raises eyebrow** that's kinda short.
I had a feeling this would be the last one.
<strike>EffectManager.lua</strike> I honestly don't know
I'll have some friends look.
Not sure if this is what's broken but it could be.
Shared.PlaySound
it's a C function with a lua prototype for decoda autocomplete and intellisense stuff
so this bug is highly likely to be on the C side of things, an internal engine issue
find a bit of code that plays a bugged sound
tell me if it uses Shared.PlaySound()
find a bugged sound
find the code that tells that sound to play
function Shared.PlayPrivateSound ( Entity , string , float ) end
function Shared.PlaySound ( Entity , string ) end
function Shared.PlayWorldSound ( Entity , string , Vector ) end
if it's using PlaySound
it should be using PlayWorldSound
and the Vector() you give it is where the sound should originate from