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[REQ][H] H as in help!

Posted: Sun Dec 03, 2006 0:54
by Chronoteeth
Is there a way to kill the sound of something in DDFWEAPs or some way or another? Because the idling sounds in my mod still last until they're finished playing, even on another weapon.

Posted: Sun Dec 03, 2006 1:24
by wildweasel
One idea that comes to mind is using another PLAYSOUND(sound) command to play a null sound effect. If I recall, there is only one PLAYSOUND channel for player weapons, so you could use something like PLAYSOUND(NULL) to mute the sound on the weapon's LOWER states.

Posted: Sun Dec 03, 2006 1:52
by Chronoteeth
Hmm, that may work, though priority=100 and volume=100 too, just in case.

Speaking of which, what does singular do again?

Posted: Sun Dec 03, 2006 4:53
by wildweasel
Singular is a command that tells Doom to only play the sound once at a time. If the same sound is played twice, other instances of the sound are silenced. In particular, this is used on the Chainsaw sounds - theoretically you should be able to use the same singular number on several sounds:

Code: Select all

[snipa]
lump_name="dssnipa";
singular=1337;

[snipa2]
lump_name="dssnipa2";
singular=1337;