That should work; your other variants are wrong and cannot work - always have a look at the UnrealTournament.log!
<EDIT>
Your variant PlayerPawn(Killer).ClientPlaySound(sound'Announcer.Multikill',, true); should work, too.
</EDIT>
Little test Actor:
class SoundMaker expands Actor;
function Trigger( actor Other, pawn EventInstigator ) {
local pawn P;
PlayerPawn(EventInstigator).ClientPlaySound(sound'Announcer.Multikill');
}
Test map with Actor "SoundMaker" attached.
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"If Origin not in center it be not in center." --Buggie
Inpu wrote: ↑Mon Apr 08, 2024 6:33 amIt's a sound that exist by default so It should always be loaded I guess ?
The fact a package with the sound object exists at the client side doesn't mean it should be always loaded.
But if your client side code contains a direct reference to that sound, then yes, it should be always loaded.
Client might have a modified Announcer.uax package, overwritten by something different with the same name when installed some map or mod. There might be conflicting package names, or some else issues... (need more info to figure out what is the issue)
Wait... are you talking about playing sound on client from a server? This has never worked for me, I always had to extract the sounds from package "Botpack.u" and imported them into MyLevel.
"If Origin not in center it be not in center." --Buggie
Because OP mentioned "UBrowserHTTPClient" i think that code is probably being run client side (i don't get why doesn't it play in this case then).
If it is actually called from the server, then of course it is necessary to make sure the client has this sound loaded. You can DLO any existing client side sound objects via RPC prior to play it, the sound should be playing properly then.
By the way, client side logs may contain some useful info about the issue - need to look into them...