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Looping Gunfire Sounds

Posted: Fri Jul 28, 2006 6:52
by wildweasel
I've been attempting to experiment with something in Decorate weaponry. If you've dived into the resources of most modern FPS games, you might notice that weapons like machineguns have their firing sounds played in a loop instead of once per bullet (examples of this: Raven Shield, Serious Sam's tommygun, No One Lives Forever 2, and Far Cry among others). I've been trying to mimic something like this in Decorate.

I've done a little research on the ZDoom Wiki, and I haven't found any sort of command that would work for something like this (there's AmbientSound, but that plays the sound at full volume regardless of distance - I'd rather that didn't happen, because I don't want it to screw up in multiplayer).

The solution, I think, is create an automatic weapon that enables the ambientsound at the start of the firing sequence, goes into the Hold states so it doesn't start the sound over, and then stops the ambientsound after a refire check. I'm not sure what command I ought to use (or even if such a command exists - if not, I'll move this to the Feature Requests forum).

Posted: Sun Jul 30, 2006 3:03
by wildweasel
Is there any chance that an experienced user/Graf Zahl could help me out with this? I hate to be pushy, but it seems that my humble little thread has been overshadowed over the last few days...

Posted: Thu Aug 24, 2006 6:54
by DoomRater
I think there should be a new pointer for SNDINFO for this. A person would trigger it by playing it via A_PlayWeaponSound (using A_PlaySound would have unpredictable effects) and then silence it with another A_PlayWeaponSound afterwards. But as for actually making it loop, well, a new definition in SNDINFO would be nice for it.

Posted: Thu Aug 24, 2006 7:04
by wildweasel
http://forum.zdoom.org/potato.php?t=11182

The request has been filed. It's only a matter of time (weeks? months?) before somebody discovers it and sees about implementing some type of solution.