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Currently, ambient_generic audio is spatialized. Even when attenuation is limitless, the audio can be heard differently depending on the player's view (head).
I think it is nice to have audio played non-spatialized-ly. This is only current possible through trigger_cdaudio. However, it can only play some hardcoded sound pieces (Half-Life campaign OSTs). There should be a way to work with the current ambient_generic and still allows this behavior..
After looking through HLSDK for a bit, I think EMIT_SOUND_DYN2() might work. Yet to test the actual function but I tested engine functions and the absence of audio origin will make it 2D.
This feature is very nice to have music played properly in a map. It will sound like actual background music rather than a speaker from somewhere else.
馃憠馃憟 Contact Details (optional)
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馃挕 Tell us more about your idea
Currently,
ambient_genericaudio is spatialized. Even when attenuation is limitless, the audio can be heard differently depending on the player's view (head).I think it is nice to have audio played non-spatialized-ly. This is only current possible through
trigger_cdaudio. However, it can only play some hardcoded sound pieces (Half-Life campaign OSTs). There should be a way to work with the currentambient_genericand still allows this behavior..After looking through HLSDK for a bit, I think
EMIT_SOUND_DYN2()might work. Yet to test the actual function but I tested engine functions and the absence of audio origin will make it 2D.This feature is very nice to have music played properly in a map. It will sound like actual background music rather than a speaker from somewhere else.