• Sound Pitch dosen't work.
    0 replies, posted
I modified the cs base to change the pitch of the shot sound, the pitch should change according to host_timescale's value. [CODE]function SWEP:PrimaryAttack() self.Weapon:SetNextSecondaryFire( CurTime() + self.Primary.Delay ) self.Weapon:SetNextPrimaryFire( CurTime() + self.Primary.Delay ) if ( !self:CanPrimaryAttack() ) then return end // Play shoot sound local pitch = GetConVarNumber("host_timescale") * 100 self.Weapon:EmitSound( self.Primary.Sound, 100, pitch) MsgN("Shooted sound with a pitch of " .. pitch) // Shoot the bullet self:CSShootBullet( self.Primary.Damage, self.Primary.Recoil, self.Primary.NumShots, self.Primary.Cone ) // Remove 1 bullet from our clip self:TakePrimaryAmmo( 1 ) if ( self.Owner:IsNPC() ) then return end // Punch the player's view self.Owner:ViewPunch( Angle( math.Rand(-0.2,-0.1) * self.Primary.Recoil, math.Rand(-0.1,0.1) *self.Primary.Recoil, 0 ) ) // In singleplayer this function doesn't get called on the client, so we use a networked float // to send the last shoot time. In multiplayer this is predicted clientside so we don't need to // send the float. if ( (SinglePlayer() && SERVER) || CLIENT ) then self.Weapon:SetNetworkedFloat( "LastShootTime", CurTime() ) end end[/CODE] It actually says the message "Shooted sound with a pitch of : 50" when the host_timescale was 0.5, you get the point... Yet the pitch of the sound stays the same. Any ideas ?
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