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Gun sounds

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Created 11 years ago
by Ping998
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Location: scotland
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When I fire some custom guns into large groups of zombies, the sounds of the guns (shot and reload sounds) sometimes cut out, almost as if they're is a limit on sounds and when zombies make a lot of noise, the gun sounds don't play.

I don't know.

If you've got any suggestions, I'd like to hear them.  ;)
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My soundaliases don't have limit_count and limit_type?
Then you're using an incorrect header.

Code Snippet
Plaintext
name,platform,file,sequence,vol_min,vol_max,dist_min,dist_max,limit_count,limit_type,entity_limit_count,entity_limit_type,bus,volume_min_falloff_curve,volumefalloffcurve,reverb_send,dist_reverb_max,reverb_min_falloff_curve,reverb_falloff_curve,pitch_min,pitch_max,randomize_type,spatialized,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,chainaliasname,startdelay,speakermap,lfe percentage,center percentage,envelop_min,envelop_max,envelop percentage,occlusion_level,occlusion_wet_dry,real_delay,distance_lpf,move_type,move_time,min_priority,max_priority,min_priority_threshold,max_priority_threshold,doppler,isbig


This is an example of a working WEAPON soundalias header.

Code Snippet
Plaintext
p90_fire,,mw2\p90\weap_p90_fire.wav,,1,1,250,2000,10,priority,2,oldest,rfl_3rd,,curve2,,,,,0.98,1.04,,3d,,,,0.75,all_sp,,,,,,,,,,,,,,,,,,90,90,0.25,1,,
p90_fire_plr,,mw2\p90\weap_p90_fire_plr.wav,,1,1,,,,oldest,,,rfl_1st,,,,,,,0.98,1.04,,2d,,,,0.75,all_sp,,,,,,,,,,,,,,,,,,90,90,0.25,1,,
p90_clip_out,,mw2\p90\wpfoly_p90_reload_clipout_v1.wav,,0.75,0.8,,,,,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,
p90_clip_in,,mw2\p90\wpfoly_p90_reload_clipin_v1.wav,,0.75,0.8,,,,,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,
p90_chamber,,mw2\p90\wpfoly_p90_reload_chamber_v1.wav,,0.75,0.8,,,,,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,
p90_reload_hit,,mw2\p90\wpfoly_p90_reload_hit_v1.wav,,0.75,0.8,,,,,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,
p90_reload_lift,,mw2\p90\wpfoly_p90_reload_lift_v1.wav,,0.75,0.8,,,,,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,
p90_pickup_lift,,mw2\p90\wpfoly_p90_pickup_lift_v1.wav,,0.75,0.8,,,,,,,reload,,,,,,curve4,0.95,1.05,,2d,,,,,all_sp,,,,,,,,0.5,,,,,,,,,,80,95,0.55,1,,
Example of proper soundaliases from this specific header.

This is for upgraded weapon firesounds
Code Snippet
Plaintext
p90_fire_ubershot_st,,SFX/Weapon/uber/uber_shot_st.wav,,0.8,0.85,,,2,oldest,,,smg_1st,,,,,,,1,1,,2d,,,,0.75,all_sp,,,p90_move_st_l_uber,,,wpn_all,,,,,,,,,,,,90,90,0.25,1,,
p90_fire_ubershot_m,,SFX/Weapon/uber/uber_shot_m.wav,,0.7,0.7,250,1500,10,priority,2,oldest,smg_3rd,,curve2,,2000,,,0.95,1.05,,3d,,,,0.7,all_sp,,,p90_move_m_l_uber,,,,,,,,,,,,,,,50,90,0.35,1,,
p90_move_st_l_uber,,SFX/Weapon/uber/uber_m_left.wav,,0.95,1,200,6000,3,oldest,,,decay,,curve5,,,,,0.98,1.02,,3d,,,,,all_sp,,,p90_move_st_r_uber,,75,,,,,,,,,,,left_shot,4,90,90,0.25,1,,
p90_move_st_r_uber,,SFX/Weapon/uber/uber_m_right.wav,,0.9,1,200,6000,3,oldest,,,decay,,curve5,,,,,1,1,,3d,,,,,all_sp,,,p90_fire_plr,,100,,,,,,,,,,,right_shot,4,90,90,0.25,1,,
p90_move_m_l_uber,,SFX/Weapon/uber/uber_m_left.wav,,0.95,1,200,6000,3,oldest,,,decay,,curve5,,,,,0.98,1.02,,3d,,,,,all_sp,,,p90_move_m_r_uber,,75,,,,,,,,,,,left_shot,4,90,90,0.25,1,,
p90_move_m_r_uber,,SFX/Weapon/uber/uber_m_right.wav,,0.9,1,200,6000,3,oldest,,,decay,,curve5,,,,,1,1,,3d,,,,,all_sp,,,p90_fire,,100,,,,,,,,,,,right_shot,4,90,90,0.25,1,,
They're just basically audios mixed with the original sound.
Last Edit: October 14, 2015, 08:36:54 pm by DidUknowiPwn
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Location: scotland
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Then you're using an incorrect header.

So I could just add them at the end and apply it to the different sounds?

 
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