How to stop the move sound from a door between rounds.

Discussion in 'Mapping Questions & Discussion' started by Werewolf, Sep 15, 2014.

  1. Werewolf

    aa Werewolf Probably not a real Werewolf

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    The map I am working on has a pair of large doors which have a looped move sound which plays while they open. Most times the sound stops when the the doors are fully open, which is as it should be.

    But sometimes when a new round is started, the sound is still coming from those doors when they have not been opened. The sound also does not stop when you open the doors, instead it sounds like the sound it being played again by the doors and stops as normal, but the 'bugged' sound still plays.

    I know I can use snd_restart in the console as a player, but I'm wondering if there is something I can put into the map to prevent/fix this.
     
  2. ibex

    aa ibex

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    Could try firing a "stopsound" on round win to the entity that plays the sound? I've done this for train sounds in one of my maps.
     
  3. Werewolf

    aa Werewolf Probably not a real Werewolf

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    That's the first thing I looked at doing, but there is no such option for a func_door.
    https://developer.valvesoftware.com/wiki/Func_door
     
  4. ibex

    aa ibex

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    hm.. Would it be reasonable to simply kill the door at round win?
     
  5. Werewolf

    aa Werewolf Probably not a real Werewolf

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    It's an ugly option, but an option none the less.
     
  6. Lampenpam

    aa Lampenpam

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