Page 1 of 1

SoundManager

Posted: Thu Dec 18, 2008 7:48 pm
by $oldier Of Ra
Does anyone have any idea what the soundmanager class does or how it works? The game module classes are very vague about its commands and info...

There also seems to be a developer menu in MoHAA called ZOUND.urc which seems to be for the soundmanager (buttons match the commands) but I can't find it used anywhere. I checked the SP maps' bsp files but it isn't used there.

Thanks in advance :)

Posted: Sat Dec 20, 2008 9:18 am
by Aprop

Code: Select all

togglemenu zound
But i dont know for waht the hell is it...

Posted: Sat Dec 20, 2008 9:23 am
by $oldier Of Ra
Yeah, I've checked it out, some functions seems to match those of the soundmanager class. The purpose is also unknown to me :P

Posted: Sat Jan 10, 2009 11:38 am
by Aprop

Code: Select all

Saving soundmanager file to 'maps/test_scripts1.snd'...
writing to: C:\MOHAA\mainto\maps\test_scripts1.snd
done.

Code: Select all

//
// Sound Manager File "maps/test_scripts1.snd" , 4 Sound Entities.
//
// TriggerSpeakers
spawn TriggerSpeaker targetname adasd origin "-663.33 -949.25 82.13" spawnflags 1 sound "sound/addon/frontline/01.wav" _addtosoundmanager 0

(...)
Huh?

Code: Select all

ERROR: Entity::Sound: sound/addon/frontline/01.wav needs an alias in ubersound.scr or uberdialog.scr - Please fix.

Yea, randoms should have aliased sound, dfr_m3l3_add01 works very well, nice random playing.... maxdelay, mindelay... good for barking dogs.

Posted: Sat Jan 10, 2009 12:45 pm
by $oldier Of Ra
I wonder why it uses the sound pathname instead of an alias?
Maybe if this is 1:

Code: Select all

_addtosoundmanager 1
The soundmanager would cache it?

Posted: Sat Jan 10, 2009 12:50 pm
by Aprop
No, it make no difference...