#yeah, it plays fine after disconnecting
1 messages ยท Page 1 of 1 (latest)
here's a minimal example that reproduces the problem
I think it might've something to do with sound source entity origin. I'm using MpTest_Basic.ent for my test map, so I'm relatively close to (0,0,0) - and I think that threshold where sound stops working is related to something "culling" the sound out. so it'd make sense nothing works on arland/everon.
however, the entity that has the source SoundComponent is right next to my character.
Thank you!
Will try to check it out on Monday. Out of curiosity, does it work when using SoundComponent.SoundEvent("SOUNDEVENTNAME") ?
it works! what would be the difference between those two?
and that wasn't it, I thought maybe something related to entity hierarchy, but emitting from root entity also didn't work
I'm honestly not quite sure - I've never personally used PlayStr though which seemed strange. So I searched and it also appears in only 3 scripts. My best guess is that PlayStr is either outdated or very specific to something. :P
Or, putting it differently, the SoundEvent method should usually be the way to go. :)
gotcha. not sure where I got it from - probably because I have a habit of moving up the inheritance tree and using the most generalized classes/methods, and then I just sticked with it. and to be fair, there's a comment next to it: /* Deprecated - will be replaced. */. guess that wasn't there half a year ago ๐
anyway huge thanks, I was banging my head against the wall for the last 3 hrs. much appreciated.