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Author Topic: disable the ambient sounds  (Read 1613 times)
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Phoenix
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« Reply #20 on: 2016-03-26, 17:12 »

That is correct.  If we're wanting to use "cg_ambient.integer == 0 " as our "disable ambient sounds" option, then any value above 0 would be leaving them enabled.
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« Reply #21 on: 2016-03-27, 01:50 »

OK so all changes completed with one difference.
I made the cvar cg_ambientSounds (no biggie)

Here is what I noticed its not dynamic. it scared me at first cause I loaded up the game and I changed it an nothing happened. So I though "aw crap what did I miss?". (I studied what you did in the code since you posted it. Just trying to get a sense of what was happening and making sure I understood what was going on.)
Well of course I alt-entered to look at the notepad++ screen to see and that's when I noticed... HEY IT CHANGED Slipgate - Tongue

The second thing I noticed was that IT WORKED HA HA. In threewave q3w5 under the flag room on the left and right side there is a body on the wall that is breathing. I loaded up OSP right after. In Osp the water on ctf2 gurgles. and the q3w5 body is not breathing. In CPMA the water is not gurgling and the model is not breathing...

Now I know that you said one thing at a time and I understand that im just letting you know what I see.
(hear rather)


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Phoenix
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« Reply #22 on: 2016-03-27, 09:51 »

From what I'm reading... it sounds like it worked, but the looping sounds only disabled after the alt+enter.  Can you show me your declaration of cg_ambientSounds so I can see the default values and flags?
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« Reply #23 on: 2016-03-27, 10:24 »

{&cg_ambientSounds, "cg_ambientSounds", "1", CVAR_ARCHIVE},
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Phoenix
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« Reply #24 on: 2016-03-27, 21:44 »

Ok, so it's not latching and the variable itself is toggling dynamically, just not the looping sounds.  I found there's a trap_S_StopLoopingSound trap... I think you just need to throw that in there to turn the looping sounds off if your variable is "0".
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« Reply #25 on: 2016-03-28, 02:14 »

Not quite...

Code:
// add loop sound
if ( cent->currentState.loopSound ) {
if (cent->currentState.eType != ET_SPEAKER) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] );
} else {
                        if (cg_ambient.integer > 0 ){
  trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,

cgs.gameSounds[ cent->currentState.loopSound ] );
                        } else {
                                  // Phoenix - Turn off any looping sounds on ET_SPEAKER entities
                                  trap_S_StopLoopingSound( cent->currentState.number );
                        }
}

Try that and see what happens.
« Last Edit: 2016-03-28, 02:33 by Phoenix » Logged

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Phoenix
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« Reply #26 on: 2016-03-28, 02:34 »

Whoops!  I meant to quote you, not modify your post.  Hehe, oops.  Bird is tired.  Slipgate - Distraught

Anyway, give the above a try.
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« Reply #27 on: 2016-03-28, 04:04 »

Lmao
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« Reply #28 on: 2016-03-30, 17:09 »

haven't had a chance to try it yet but looks like tonight Slipgate - Smile
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« Reply #29 on: 2016-03-31, 01:21 »

Ok that kills it and restarts it dynamically. but some maps there are still some ambients
but I like this Slipgate - Smile
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« Reply #30 on: 2016-03-31, 03:14 »

I would say on those maps the ambients are not being generated by a target_speaker entity.  You can use "s_show 1" to determine what sound file is being played, and "CG_DebugEvents 1" to determine if it's an event driven sound or created by some other method.
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« Reply #31 on: 2016-04-02, 01:05 »

hmmm
Quote
13618766 : sound/world/evil.wav
ent:325  event: 46 EV_GLOBAL_SOUND
13639624 : sound/items/poweruprespawn.wav
13720142 : sound/world/evil.wav
13751886 : sound/world/evil.wav
13776462 : sound/world/evil.wav
]/condump
usage: condump <filename>
13850190 : sound/world/evil.wav
13861966 : sound/world/evil.wav
]/condump evil
Dumped console text to evil.
13911630 : sound/world/evil.wav
14003790 : sound/world/evil.wav
14025530 : sound/world/evil.wav
]/condump evil.txt
Dumped console text to evil.txt.


and

Quote
OrbitaL-S2D entered the game
]\cg_debugevents 1
ent: 84  event: 46 EV_GLOBAL_SOUND
ent:145  event: 45 EV_GENERAL_SOUND
]\s_show 1
ent:  0  event:  1 EV_FOOTSTEP
15153230 : sound/player/footsteps/flesh3.wav
ent:  0  event:  1 EV_FOOTSTEP
15163470 : sound/player/footsteps/flesh4.wav
ent:  0  event:  1 EV_FOOTSTEP
15174458 : sound/player/footsteps/flesh1.wav
ent:  0  event:  6 EV_STEP
ent:  0  event:  1 EV_FOOTSTEP
15180878 : sound/player/footsteps/flesh2.wav
ent:  0  event:  6 EV_STEP
ent:  0  event:  1 EV_FOOTSTEP
15188558 : sound/player/footsteps/flesh2.wav
ent:  0  event: 45 EV_GENERAL_SOUND
15194190 : sound/feedback/intro_10.wav
ent:  0  event:  6 EV_STEP
ent:  0  event:  1 EV_FOOTSTEP
15198286 : sound/player/footsteps/flesh3.wav
ent: 96  event: 46 EV_GLOBAL_SOUND
ent:  0  event:  1 EV_FOOTSTEP
15205966 : sound/player/footsteps/flesh4.wav
ent:145  event: 45 EV_GENERAL_SOUND
ent:145  event: 45 EV_GENERAL_SOUND
ent: 96  event: 46 EV_GLOBAL_SOUND
]/condump intro10.txt
Dumped console text to intro10.txt.
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Phoenix
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« Reply #32 on: 2016-04-02, 21:59 »

That tells us that sound\world\evil.wav is not being triggered by an event.  Which map is this on?
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« Reply #33 on: 2016-04-02, 22:46 »

Q3w5
 
It's under the flag room each side red and blue
« Last Edit: 2016-04-02, 22:50 by Orbital-S2D » Logged

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