Quasar
Moderator

Posts: 5246
Registered: 08-00 |
printz said:
Double post, but at the top anyway, and just in case the thread got read before double posting, I'm double posting.
Well, it doesn't appear to work. I put these two blocks, first in ESNDSEQ, then I tried in an included lump:
code:
ambience
{
sound = tortured
index = 1
attenuation = static
type = continuous
volume = 127
}
ambience
{
sound = fire1
index = 2
attenuation = static
}
and placed two objects, 14001 and 14002, in maps using the data, in the coordinates I want to be heard. They don't play.
You need to look at the output in the -edfout error log first before asking questions and make sure it's not something obvious, before I go strolling over 1000's of lines of code looking for errors that may not even be there :)
To help you out I have added a new warning reporting system to EDF in the latest SVN revision. The number of warnings that happen will be reported unconditionally. To see the actual warning messages on the system console (as well as in the verbose log where they will always appear unconditionally), use the new -edf-show-warnings parameter.
If this doesn't solve anything, let me know.
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