snatcher Posted November 6, 2022 Report Posted November 6, 2022 (edited) EDIT: This mod is now part of the TDM Modpack. --------------------------------------------------------------------- Fellow taffers, I would like to pause impact sounds of an object while holding it. Impact sounds go back to normal as soon as the player is no longer holding that object. I guess we have to toy with snd_bounce entity definitions but, where / how would you implement such a thing in the code via script? Edited November 24, 2022 by snatcher Quote
freyk Posted November 6, 2022 Report Posted November 6, 2022 -> https://forums.thedarkmod.com/index.php?/forum/13-music-sfx/ Quote .
Dragofer Posted November 6, 2022 Report Posted November 6, 2022 The code reads out snd_ spawnargs every time a sound needs to be made. What you can do is: Every frame check what entity the player is grabbing. If there is an entity, cycle through all spawnargs with the snd_bounce prefix, temporarily store them by setting them as new spawnargs with a different prefix, then set them to "silence". If the entity is no longer the currently grabbed entity, restore the spawnargs. Apart from the TDM Script Reference, this section of the A to Z Scripting guide is also relevant. Quote FM: One Step Too Far | FM: Down by the Riverside | FM: Perilous Refuge Co-FM: The Painter's Wife | Co-FM: Written in Stone | Co-FM: Seeking Lady Leicester Dragofer's Stuff | Dragofer's Scripting | A to Z Scripting Guide | Dark Ambient Music & Sound Repository
snatcher Posted November 6, 2022 Author Report Posted November 6, 2022 Thanks freyk for the action. Thanks Dragofer for the always helpful feedback. Quote
snatcher Posted November 6, 2022 Author Report Posted November 6, 2022 The no_bounce_sound arg does everything I want in one shot nicely (no sound nor propagation). Quote
snatcher Posted November 7, 2022 Author Report Posted November 7, 2022 You can find attached in this post a working example: moveable items won't make any noise when in contact with the environment for as long as you are holding them. Exception: bodies. What do you people think? In TDM you have to be extremely careful when handling objects and I was never sure this was supposed to be a "for-fun feature" or one of those "realism" things. A couple of days ago I was looking to move a crate upstairs and I made a big mess. I hadn't saved in a while and I was a little annoyed. Object handling in TDM is a little clumsy: it is difficult to determine volumes and distances and one little impact with your surroundings can (and will) alarm nearby AI. I personally expect my protagonist to be a little graceful regardless of how good or bad I do with my mouse. quiet_handling_v0.1.zip Quote
datiswous Posted November 15, 2022 Report Posted November 15, 2022 (edited) I don't have so much of an issue with this since the changes in 2.10 Edited November 15, 2022 by datiswous Quote
stgatilov Posted November 15, 2022 Report Posted November 15, 2022 Yes, with new changes you can hold Creep button, and you'll surely get not sound from moving/rotating an item. And I recall I added a cvar to configure whether this happens always, on walk, on creep, or never. 2 Quote
datiswous Posted November 16, 2022 Report Posted November 16, 2022 (edited) Oh I thought this was always active.. Well, good to know. Edit: Ah, the silent mode is on top of the other already helping changes. Edited November 16, 2022 by datiswous 1 Quote
snatcher Posted November 16, 2022 Author Report Posted November 16, 2022 So in the recent past this topic has been discussed and the code reviewed... thanks for the info, datiswous and stgatilov. Quote
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