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Sound channel stacking option?

Posted: Mon Dec 25, 2006 23:53
by Gannon Banned
Ok, Let me start by clarifying this and what it's about as best as I can. When you have a high rate of fire weapon or a monster that rapidly plays a sound it cancels out the sound it makes when playing the same sound again. But in some console Dooms (Like the playstation version) The sounds stack in the channels instead of canceling and starting over again when played again before being completed. And that can make for a smoother sounding fire for weapons and so forth. An option for that as far as I'm aware shouldn't be too hard of a thing to code. Though I can understand if it's not possible.

Posted: Tue Dec 26, 2006 0:42
by wildweasel
If anything, I think this should be an option for Decorate weapons - +WEAPON.EXTRAFIRECHANNEL, perhaps?

Posted: Tue Dec 26, 2006 8:48
by Alter
Use A_Playsound("logicname of the sound")

Posted: Wed Dec 27, 2006 14:05
by TheDarkArchon
Way to miss the point...

Posted: Fri Dec 29, 2006 3:11
by smg m7
This sounds very helpful. Even with a rather decent soundcard, I still have this trouble. Sometimes the sounds don't even play at all because they are being cancelled out before actually making any sound at all.