Garry's Mod

Garry's Mod

Sound Muffling Effect
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Update: 31 Aug @ 7:40am

Fix for infinite looping sound when a soundpatch becomes an orphan.

Update: 30 Aug @ 12:57am

- Potential fix for sounds randomly going missing.
- Go back to using unreliable net channel for performance and bandwidth sake (I think?).
- Small optimization in the way the addon stops looping sound played on CHAN_VOICE.

Update: 23 Aug @ 4:45am

- Reverted looping sound change.
- Better IsPlaying functionality preservation.

Update: 22 Aug @ 9:29pm

Invalidated predicted sounds table after a bit to prevent it getting ridiculously large.

Update: 22 Aug @ 8:17pm

No longer network looping sounds, since a sound's effect can only be set at the moment it's emitted. This can result in infinitely muffled sound, or sounds getting muffled when it doesn't make sense.

Update: 22 Aug @ 7:44pm

Minor sanity check.

Update: 22 Aug @ 7:41pm

- Allow vanilla CSoundPatch functions to run too, since it already cannot play due to EntityEmitSound hook intervention. This should fix functions like CSoundPatch:IsPlaying() from returning incorrect value.
- Fixed a dumbass mistake where serverside sounds are not blocked.

Update: 26 Jul @ 1:59am

- Bumped serverside emit sound hook to the bottom of the hook stack. This should fix RCVR voice replacements not working.
- Better force top/bottom method for SME hooks.

Update: 25 Jul @ 5:17pm

Support for VJ's randomizable sound table. This should fix problems with VJ projectile sounds among other things.

Update: 25 Jul @ 6:34am

Added a safeguard for when an entity cannot be networked fast enough before its removal while no position data exists. Without this safeguard, the sound would be counted as bogus by the client. This should fix the spray audio not working.