WebSep 1, 2014 · EmitSoundToClient(client,"*test/test.mp3", SOUND_FROM_PLAYER, SNDCHAN_STATIC); WebOct 28, 2024 · SDKTools (SourceMod Scripting) The SDKTools extension is an extension for various functions provided by the Source SDK. Additionally, it has the ability to dynamically call many C++ functions in the SDK, for example, from CBaseEntity or any derived class. SDKTools contains simplified versions of SDK functions pre-written for …
EmitSoundToClient ? - AlliedModders - forums.alliedmods.net
WebAug 9, 2010 · I'm trying to emit a sound to a player using EmitSoundToClient() but it's coming out very quiet. I confirmed that the sound file is properly normalized, then I tried increasing the level value in the function and it made the sound quieter. I tried decreasing it from the default (75) and that also makes the sound quieter. ... WebSep 21, 2024 · Solved [HELP] EmitSoundToClient issue AlliedModders Forum Index > SourceMod > Scripting Thread Tools: Display Modes ... titanic eyeglasses frames
GameData.GetOffset · sourcemod · SourceMod Scripting API …
WebErrors. Invalid client index or client not in game. This documentation was generated automatically using pawn-docgen written by xPaw for AlliedMods.pawn-docgen written … WebMar 29, 2024 · Unlike PrecacheSound and EmitSoundToClient, you need "sounds/" in the path 3. You are creating timers every time someone spawns, and then in the timer callback you are looping every player and playing the sound. WebFeb 7, 2013 · EmitSoundToClient help Scripting. If you're using an sv_pure 1 server, you need to add the location of the sound as allow_from_disk in the pure_server_whitelist.txt file, usually located at hl2/pure_server_whitelist.txt Otherwise, the client and/or server will refuse to play it even if it exists. titanic extended