Asatruer wrote:
My solution to this problem was to spawn an AEmitter to play the sound(s) I wanted. One benefit of using an AEmitter is it has a bunch of emission related sound options, EmissionSound, BurstSound, and EndSound... and it may also accept Gibsound, giving you a lot more control over when and how the sounds play.
Yes, but they are still affected by timescale slowing right? mail's solution isn't, which is what we used in Facing Worlds CTF. I could see those working for other types of sounds, maybe non voices.