Open ElusiveMori opened 10 years ago
Anything on this?
There's no possible way there -isn't- a way to do this. The client needs to receive a nudge from the server saying "hey, play this sound" in order to play it; hooking into whenever/wherever that happens in the C++ environment and denying that request based on what a Lua hook returns should be very possible.
Bump.
Hooking S_StartSound
on the client would close this.
bump shawty
Bump on this :)
Bump Bump! Need this functionality asap.
Bump
Currently, GM:EntityEmitSounds gets called clientside only for clientside-only sounds. If it was called for all sounds clientside (if this is at all possible), it would allow for some interesting effects, such as making a certain player deaf or some other interesting things. I would appreciate this functionality.