Getting sound to complete after another started
Getting sound to complete after another started
How do I get my plasma rifle
(http://www.mediafire.com/download/i60kq ... /Raily.wad)
to complete it's fire sound? It has a very fast fire rate so the "good" part of the sound effect is cut off due to the entire sound starting again.
[spoiler]ACTOR Raily : Weapon replaces Railgun
{
Weapon.SelectionOrder 30
Weapon.SlotNumber 6
Weapon.AmmoUse 1
Weapon.AmmoGive 40
Weapon.Ammotype "Cell"
Inventory.PickupMessage "New and Improved PlasmaRifle"
Tag "Plasmagun"
States
{
spawn:
GPSP A -1
Loop
ready:
GPLS A 1 A_WeaponReady
Loop
deselect:
GPLS A 1 A_Lower
Loop
select:
GPLS A 1 A_Raise
Loop
fire:
GPLS A 1
GPLS A 0 A_FireCustomMissile("fuzzyplasmo",0,1,0,0,0)
GPLS A 0 A_PlaySound("plassyshoot")
GPLS C 1
GPLS B 0
BPLS B 1
Goto Ready
}
}
actor FuzzyPlasmo : arachnotronplasma
{
speed 50
damage 7
seesound ""
deathsound "weapons/plasmax"
}[/spoiler]
I ended up replacing the SeeSound sound effect, due to it having lots of sound cutoff, with A_PlaySound.
(http://www.mediafire.com/download/i60kq ... /Raily.wad)
to complete it's fire sound? It has a very fast fire rate so the "good" part of the sound effect is cut off due to the entire sound starting again.
[spoiler]ACTOR Raily : Weapon replaces Railgun
{
Weapon.SelectionOrder 30
Weapon.SlotNumber 6
Weapon.AmmoUse 1
Weapon.AmmoGive 40
Weapon.Ammotype "Cell"
Inventory.PickupMessage "New and Improved PlasmaRifle"
Tag "Plasmagun"
States
{
spawn:
GPSP A -1
Loop
ready:
GPLS A 1 A_WeaponReady
Loop
deselect:
GPLS A 1 A_Lower
Loop
select:
GPLS A 1 A_Raise
Loop
fire:
GPLS A 1
GPLS A 0 A_FireCustomMissile("fuzzyplasmo",0,1,0,0,0)
GPLS A 0 A_PlaySound("plassyshoot")
GPLS C 1
GPLS B 0
BPLS B 1
Goto Ready
}
}
actor FuzzyPlasmo : arachnotronplasma
{
speed 50
damage 7
seesound ""
deathsound "weapons/plasmax"
}[/spoiler]
I ended up replacing the SeeSound sound effect, due to it having lots of sound cutoff, with A_PlaySound.
Last edited by Hardbash on Sat Aug 01, 2015 4:52 am, edited 1 time in total.
Shut up, nurse!
-
FascistCat
- Posts: 98
- Joined: Mon Jul 20, 2015 12:51 pm
RE: Getting sound to complete after another started
Move A_PlaySound to the projectile actor itself and call it from the SECOND frame of the Spawn state (remember, no actions can be called from the very first Spawn state, all you need to do is use "TNT1 A 0" as the first Spawn line and then put your frame with A_PlaySound right after it).
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Getting sound to complete after another started
So, it'd end up looking like this?Ænima wrote: Move A_PlaySound to the projectile actor itself and call it from the SECOND frame of the Spawn state (remember, no actions can be called from the very first Spawn state, all you need to do is use "TNT1 A 0" as the first Spawn line and then put your frame with A_PlaySound right after it).
[spoiler]actor Raily : Weapon replaces Railgun
{
Weapon.SelectionOrder 30
Weapon.SlotNumber 6
Weapon.AmmoUse 1
Weapon.AmmoGive 40
Weapon.Ammotype "Cell"
Inventory.PickupMessage "New and Improved PlasmaRifle"
Tag "Plasmagun"
States
{
spawn:
GPSP A -1
Loop
ready:
GPLS A 1 A_WeaponReady
Loop
deselect:
GPLS A 1 A_Lower
Loop
select:
GPLS A 1 A_Raise
Loop
fire:
GPLS A 1
GPLS A 0 A_FireCustomMissile("fuzzyplasmo",0,1,0,0,0)
GPLS C 1
GPLS B 0
BPLS B 1
Goto Ready
}
}
actor FuzzyPlasmo : arachnotronplasma
{
speed 50
damage 7
seesound ""
deathsound ""
States
{
Spawn:
TNT1 A 0
APLS AB 5 Bright A_PlaySound("plassyshoot")
Loop
Death:
APBX ABCDE 5 Bright
Stop
}
}[/spoiler]
It gets cutoff exactly like when it's used in SeeSound.
I'll give CHAN_AUTO a go on a duplicate Raily wad <-- my problem persists and it's back to question number 1.
Last edited by Hardbash on Sat Aug 01, 2015 5:58 am, edited 1 time in total.
Shut up, nurse!
RE: Getting sound to complete after another started
Code: Select all
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("plassyshoot")
//intentional fallthrough:
Spawn2:
APLS AB 5 Bright
Loop
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Getting sound to complete after another started
Code: Select all
actor FuzzyPlasmo : arachnotronplasma
{
speed 50
damage 7
seesound ""
deathsound ""
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_PlaySound("plassyshoot")
//intentional fallthrough:
Spawn2:
APLS AB 5 Bright
Loop
}
}
takes me back to the problem I had with SeeSound where it only played two firesounds after 10 or 20 shots were fired
Shut up, nurse!
RE: Getting sound to complete after another started
Okay then add "$limit plassyshoot 99" in SNDINFO.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Getting sound to complete after another started
That fixes it, except for when I'm standing pointblank to a wall or enemy. The problem just got reduced from 20 feet to, like, 1 foot (approximations).
It's not that large of an annoyance anymore so this will probably work. Thank you!
It's not that large of an annoyance anymore so this will probably work. Thank you!
Shut up, nurse!
RE: Getting sound to complete after another started
If you want to 100% assure that there's no cutoff from say, the projectile dying, you can try playing the sound on another channel or spawning a seperate, invisible clientside actor whose only purpose is to play the sound (hacky but it always works, except it will ONLY PLAY THE SOUND WHERE YOU FIRED THE WEAPON AND WONT FOLLOW THE PROJECTILE).
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Getting sound to complete after another started
Play the sound like you normally would from your weapon, however, add this to your SNDINFO.
$limit <sound name> 0
And use A_PlaySound for it, not A_PlayWeaponSound.
$limit <sound name> 0
And use A_PlaySound for it, not A_PlayWeaponSound.
Last edited by Ivan on Sun Aug 02, 2015 1:58 am, edited 1 time in total.
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=== Death and Decay - A new Monster/Weapon replacer ===
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=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===