--- optional sound cues on round start and end
CreateConVar("ttt_cl_soundcues", "0")
local cues = {
Sound("ttt/thump01e.mp3"),
Sound("ttt/thump02e.mp3")
};
local function PlaySoundCue()
if GetConVar("ttt_cl_soundcues"):GetBool() then
surface.PlaySound(table.Random(cues))
end
end
GM.TTTBeginRound = PlaySoundCue
GM.TTTEndRound = PlaySoundCue
Snipped from gamemodes/terrortown/gamemode/cl_init.lua
I'd assume one would play for win, and the other for loose. You could edit that i suppose to include ply:IsActiveTraitor() which would check if they are a traitor, and play a seperate sound?
Correct me if i'm wrong guys.