Removing sound

Discussion in 'Mapping Questions & Discussion' started by Zeklyn, Aug 1, 2016.

  1. Zeklyn

    Zeklyn L2: Junior Member

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    Is it any way to remove a sound, or remove sound from a small room so no one outside can hear it?
    I'm currently making a hidden room with sentries and you can hear the sentries outside.
    Hope anyone can help me

    Pardon my bad english
     
  2. Moonrat

    aa Moonrat The end of an era

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    As far as I know, the only way you can get it so people can't hear the sound is moving it away
     
  3. Zeklyn

    Zeklyn L2: Junior Member

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    Agh ok
     
  4. Vel0city

    aa Vel0city personal pick-pocketing parrot

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    Sounds play if they're "visible" for the player in that room. What I mean by that is if the room with the sentries is being rendered, the sound also plays, even if you're in another room. If the room isn't rendered, the sound doesn't play.

    Look into map optimization here: http://www.optimization.interlopers.net . Normally it's used to make maps as smooth running as possible by making less things render at the same time, but in this situation you use it to seal off a room from another to make sounds not play.
     
  5. Zeklyn

    Zeklyn L2: Junior Member

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    Hm interesting, i'll look into it
     
  6. worMatty

    aa worMatty Repacking Evangelist

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    Computer says no!

    If the room with the sentry is connected to the room the player is standing in, the player will hear the sentry regardless of whether or not the room is being rendered.

    If the room with the sentry is cut off from the room the player is standing in, so there is no passageway between them at all and the only way to get there would be teleportation or noclip, the sounds from the sentry will not be heard.

    If you wanted the sentries to be silent, you could spawn them only when they are needed using a point_template. Or have them in separate part of the map and parent them to a moving brush entity, or use teleport logic, to bring them in when the players are present.
     
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  7. Zeklyn

    Zeklyn L2: Junior Member

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    Thanks!
    Didnt think about using point_template
     
  8. henke37

    aa henke37

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    Audio uses the potentionaly audible set, not the potentially visible set.
     
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  9. RodionJenga

    RodionJenga L5: Dapper Member

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    Or you could try adding some other sounds to mask the sentry beeps.