// check for pending announcement, play it and remove it
if(announce_snd != "")
{
- sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/", announce_snd, ".wav"), VOL_BASEVOICE, ATTN_NONE);
+ asound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/", announce_snd, ".wav"), VOL_BASEVOICE, ATTN_NONE);
strunzone(announce_snd);
announce_snd = "";
}
if (!spectatee_status) //do cprint only for players
centerprint(_("^1Begin!"));
- sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/begin.wav"), VOL_BASEVOICE, ATTN_NONE);
+ asound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/begin.wav"), VOL_BASEVOICE, ATTN_NONE);
//reset maptime announcers now as well
announcer_5min = announcer_1min = FALSE;
centerprint(sprintf(_("^1Game starts in %d seconds"), countdown_rounded));
if(countdown_rounded <= 3 && countdown_rounded >= 1) {
- sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/", ftos(countdown_rounded), ".wav"), VOL_BASEVOICE, ATTN_NONE);
+ asound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/", ftos(countdown_rounded), ".wav"), VOL_BASEVOICE, ATTN_NONE);
}
self.nextthink = getstatf(STAT_GAMESTARTTIME) - (countdown - 1);
//if we're in warmup mode, check whether there's a warmup timelimit
if not (warmuplimit == -1 && warmup_stage) {
announcer_5min = TRUE;
- sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/5minutesremain.wav"), VOL_BASEVOICE, ATTN_NONE);
+ asound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/5minutesremain.wav"), VOL_BASEVOICE, ATTN_NONE);
}
}
//if we're in warmup mode, check whether there's a warmup timelimit
if not (warmuplimit == -1 && warmup_stage) {
announcer_1min = TRUE;
- sound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/1minuteremains.wav"), VOL_BASEVOICE, ATTN_NONE);
+ asound(world, CH_INFO, strcat("announcer/", autocvar_cl_announcer, "/1minuteremains.wav"), VOL_BASEVOICE, ATTN_NONE);
}
}
}