Well, as I’m stuck with CreateSound not being a 3d sound, and ENT:StopSound() not working as described on the wiki, I was hoping for someone to know a way around.
I currently have a cannon, which shoots off another entity, which is ofcourse, a cannonball.
What I wanted to have was people being able to hear the ball fly, now the problem is with CreateSound is that you need to be within range of the place of where it gets launched from to be able to actually hear the ball fly off, but if you’re waiting at place of impact, the sneaky fella will just bomb you like it just came out of nowhere.
That isn’t something for what I was aiming for and want the sound to be heard from the entity when it’s fired, anytime, anyplace, within reach.
EmitSound seems to be able to do the job, but sadly: http://wiki.garrysmod.com/?title=Entity.StopSound, this doesn’t seem to be working anymore to stop the 12 second loop.
I could think of just making the loop not looped and just repeat EmitSound every 12 seconds, but what if the sound just started playing again 1 second before it exploded.
Yes, a lame effect where the sound still stays buggering you for 11 seconds.
Garry, could you fix this?
Fellow facepunchers, do you know a way around?
Either way will make me happy and willing to learn more.