Sound Barriers

Discussion in 'Mapping Questions & Discussion' started by Thymopat, Jul 15, 2016.

  1. Thymopat

    Thymopat L1: Registered

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    Hey all,

    I´m currently working on a trade map and I have a basement under a square.
    If I´m in the cellar I can hear the sound of the guns from the square. Is there a way making sound barriers?
    Currently I fixed it by placing the basement highly deep, but I wanted to know wether there is another solution for that problem.

    Kind regards
    Thymopat
     
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Sound won't actually play from any part of the map not currently rendered through VVIS.

    If you look into optimisation such as areaportals and hint brushes and make it so the basement doesn't render from above, no sound should transfer.,
     
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  3. Lampenpam

    aa Lampenpam

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    Just press Q with Lucio as soon you did enough damage/heal
     
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  4. Thymopat

    Thymopat L1: Registered

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    The basement is only joined via a teleporter. So normally it won´t be rendered. These are two seperate segments like 3D skybox and the map, no connection between them so how can I use there an areaportal or a hint?

    I know how to use areaportal and hints but I have no idea how to make it while using multiple map segments which are not connected.
     
    Last edited: Jul 15, 2016
  5. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    If you're not compiling with fast VVIS then that should be enough to sperate them from being rendered together. Can you still hear sound when even using full VVIS? I might be wrong then.
     
  6. Thymopat

    Thymopat L1: Registered

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    Is it a good idea to split the map into multiple segments?
    Or is it better to keep them all in "one big" brush?
     
  7. Lampenpam

    aa Lampenpam

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    If these map segments are not connected in any way, then only the one you are in should be rendered anyway. So you don't need to use any area portals in this case. However, since Freiya said a sound doesnt play when its not in the Potential Visibile Set of a player, that would mean your other map segment is rendered for some reason. Use mat_wireframe 1 to see if the other part of the map is rendered and if that is the case, perhaps you have a leak or something that fucks up you optimization and vvis.

    EDIT: and don't put your map into a giant box, if its that what you are talking about in the post that ninja'd me
     
  8. Thymopat

    Thymopat L1: Registered

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    I compiled it with full VVIS and if I place the seperate segment near below the square than I´m able to hear sounds. If I take the basement and place it highly deeper than I can´t hear the sounds.
     
  9. Thymopat

    Thymopat L1: Registered

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    Ok, I will check that later. Thanks for your help Lampenpam and Freyja.
     
  10. Thymopat

    Thymopat L1: Registered

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    I checked it and I have no leaks and the two segments are not combined.
    VVIS was set to normal.
    I can still here the shots from the square.
     
  11. Thymopat

    Thymopat L1: Registered

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    I tested via mat_wireframe 1 and it´s not rendered.
     
  12. Yrr

    aa Yrr An Actual Deer

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    maybe show us some screenshots of the map?
     
  13. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Okay, I must be remembering wrong then.

    Unfortunately I'm not aware of any other way to block sound. I think moving it away is your best bet.
     
  14. Thymopat

    Thymopat L1: Registered

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    What screenshot do you mean?
    From hammer and the basement?
     
  15. henke37

    aa henke37

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    Actually, it's not PVS. It's the Potentially Audible Set. It's very similar to PVS, but not the same.
     
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