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Releases: haxtonsale/LoadSoundScript

v1.1.0 x64

21 Apr 19:49

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64-bit binaries, tested only linux on TF2

v1.1.0

10 Jun 23:01

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  • Extension now uses AddSoundOverrides for adding soundscripts, it should be more reliable to use since it's provided by ISoundEmitterSystemBase.
  • bPreload parameter was removed from the LoadSoundScript native.
  • More minor fixes :)

v1.0.1

05 Jun 09:37

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  • Minor fixes

v1.0.0

03 Jun 23:25

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  • Changed how LoadSoundScript native works: all soundscripts are now loaded with bIsOverride parameter set to true and get reloaded on LevelInit. This way plugin soundscripts that are no longer needed (owner plugin was unloaded or handle was freed) get disposed of on level shutdown.
  • Added Windows signatures for CS:S and Left 4 Dead 2.
  • Games with the VSoundEmitter003 version of SoundEmitterSystem (CS:GO and Insurgency) now use the virtual version of CSoundEmitterSystemBase::AddSoundsFromFile.
  • Realized that AMBuild has an --enable-optimize option.

v0.3.2

22 May 16:09

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  • SoundScript handle type now gets removed on extension unload.
  • Added a workaround for this SM issue.

v0.3.1

20 May 11:22

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  • Fixed path weirdness on Windows.

v0.3.0

19 May 15:17

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  • Added the bSkipSoundChars parameter in SoundEntry.GetWavePath that allows plugins to retrieve sound's wave name with sound chars included.
  • Added the StopGameSound stock. Requires sdktools_sound to be included before loadsoundscript.

v0.2.0

18 May 12:33

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  • Added SoundEntry methodmap, SoundScript handle, GetSoundByName native.
  • LoadSoundScript now returns a SoundScript handle.
  • Added the AddScriptSoundToDownloadsTable stock. Requires sdktools_stringtables to be included before loadsoundscript.

v0.1.0

14 May 15:26

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Was tested only on TF2 (both Windows and Linux)