• Multiple reload sounds?
    12 replies, posted
I am making this weapon, and the reload function ( for the model ) uses 6 different sounds. How would I play all of the sounds for the weapon at the right time? Or would this be a script thing ( scripts/weapons/*name* ) Either way I don't know how. Can someone who knows how help me?
I usually just pop open Audacity and edit them all together. It takes a bit longer but it sounds better.
[QUOTE=Chad Mobile;20346935]I usually just pop open Audacity and edit them all together. It takes a bit longer but it sounds better.[/QUOTE] Ok, I might try that. Is Audacity free?
Yes, it is :cool:
Or if you're lazy, you can just do this: [lua] local sounds = { Sound("reload1.wav"), Sound("reload2.wav"), } function SWEP:ReloadSounds(index) self:EmitSound( sounds[index] ) timer.Simple( SoundDuration(sounds[index]), self:ReloadSounds( index + 1 ) ) end [/lua] Pass the index of the sound you want to start at as the first argument.
Meh, for CS:S skins that come with a billion sounds and a script file I just Audacity them together :v:
Never tried doing that. Thanks.
:v:
OK, so how do I play a sound when I reload? Do I just add self.Weapon:EmitSound in the reload function?
That's what I do usually, but here is what I've been using for ages: [lua] function SWEP:Reload() if self:Ammo1() > 0 and self.Weapon:Clip1() < self.Primary.ClipSize then self.Weapon:DefaultReload(ACT_VM_RELOAD); self.Weapon:EmitSound("your/good/sound.wav") end end [/lua] Cheers :cheers:
Works perfectly. Thanks.
No problem :razz:
Chad = lifesaver thank you very much :D
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