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Grenade sound plays before explosion


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I have added an explosion sound for grenades, and the sound plays as soon as I throw it.

How can I make the sound play when the Grenade explodes instead?

function projectileCreation() 
playSound ("sounds/Grenade.wav") 
end 
addEventHandler ("onClientProjectileCreation, getRootElement(), projectileCreation) 
 

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Your scipt is bad:

function projectileCreation() 
playSound ("sounds/Grenade.wav") 
end 
addEventHandler ("onClientProjectileCreation", getRootElement(), projectileCreation) 

about your audio. The sound has to start fast,when the sound starts understand?

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I'm not entirely sure if this would work but you could try to use onClientExplosion to detect the explosion, and cancel the event. Thus, the explosion won't occur.

Get the co-ordinates of where the explosion would have occured, and use createExplosion to create a new one, and set the parameter makeSound to false. Then the created explosion will not use a default sound - and you can play your own sound instead.

I haven't tried it but I don't see why it wouldn't work. :)

Edit: Couldn't help but to try this myself, and it sort of works - just that the sound is a bit awkward.

  
function stopCreatedExplosion(eX, eY, eZ, theType) 
    if(theType == 2) then 
        cancelEvent() 
        createExplosion(eX, eY, eZ, 2, false, 0.3, true) 
        explosionSFX = playSound3D("SFX/explosion.mp3", eX, eY, eZ, false) 
    end 
end 
addEventHandler("onClientExplosion", getRootElement(), stopCreatedExplosion) 
  

This checks if the explosion was a Rocket, and if it was - it will cancel the explosion, replace it with a new one without sound and then play a custom sound effect at that location.

Edit2: You can use setSoundMaxDistance to play around with the max distance of the sound, I found a value of 100 to be rather nice. :)

Hope this suits your needs!

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