• How to get Entity:EmitSound to work on newly connected players(serverside)
    2 replies, posted
I have an entity which plays a song at the start of the server. My plan is to make a loop out of this or something. However, a problem is that newly connected players are not able to heard it. I know that it works when the entity is just spawned and the player is in the server. I want it to be played server side. Is there any way around this? Entity init.lua sound.Add( { name = "my_soul_your_beats", channel = CHAN_AUTO, volume = 1.0, level = 80, pitch = { 95, 110 }, sound = "mysoulyourbeats.wav" } ) function ENT:Initialize() self:SetModel( "models/Combine_Helicopter/helicopter_bomb01.mdl" ) self:PhysicsInit( SOLID_VPHYSICS ) self:SetMoveType( MOVETYPE_FLY ) self:SetSolid( SOLID_VPHYSICS ) self:EmitSound( "my_soul_your_beats" ) local phys = self:GetPhysicsObject() if phys:IsValid() then phys:Wake() end end
If i'm understanding you right, the way you are doing it is very weird and ghetto I think this should work? if not this would be the right direction to go (I haven't tested) sound.Add( { name = "my_soul_your_beats", channel = CHAN_AUTO, volume = 1.0, level = 80, pitch = { 95, 110 }, sound = "mysoulyourbeats.wav" } ) hook.Add("PlayerSpawn", "playSong1OnJoin", function(ply) print(ply) if (CLIENT) then ply:EmitSound( "my_soul_your_beats", 80, 100, 1, CHAN_AUTO ) end end)
I want the song to play on the entity on the server side. This way when the player walk towards it, then it gets louder. I only want players within its proximity to hear it. Your code plays it client side.
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