Suggestion for env_sound


06-16-2003, 02:24 AM
Please don't use it. Every time I play dod_charlie, within 2 minutes I have an echo effect, and I can never get rid of it until I quit Half-Life and rejoin the server.

The only maps I have ever seen env_sound function correctly are in Half-Life singleplayer, due to their linear nature.

06-16-2003, 02:25 AM
try stopsound in console. And I'm pretty sure we're not going to change our maps to accomidate one person ;)

Gorbachev
06-16-2003, 02:53 AM
this sorta happens to me sometimes, but my sound will just not be there...and it's not an alt + tab kind of sound loss...I just don't have any sound or it's distorted, but pressing esc. then resume fixes it 99/100 times.

06-16-2003, 03:14 AM
the command "room_type 0" should stop the echo effect.

06-16-2003, 03:15 AM
I know all about stopsound, and this problem has nothing to do with it. Basically, after I go past a place where the mapper put an env_sound entity (usually tunnels and bunkers), every sound will echo until I get within the radius of an env_sound which has the "normal" effect set.

The problem being it can be bloody hard to find the "normal" env_sound, because either the mapper forgot it, or doesn't know it's needed.

I've had this problem on three different computers, all running different hardware and different Windows versions.

It's an overrated effect which in my experience has caused much annoyance.

06-16-2003, 03:16 AM
Originally posted by phokus
the command "room_type 0" should stop the echo effect.

:o

06-16-2003, 03:25 AM
I noticed your first reply when I was typing mine, I've just been testing it. Thanks, it works.

tommy14
06-16-2003, 02:07 PM
yes, env sound has always been buggy.

IF you decide to use it in a map, make sure you have other env_sounds at exits to return to normal sound, and also extra env_sounds at spawns and scattered around the map to restore to normal sounds.

otherwise someone dies in that area, and they might get persecuted with the sound effect when they respawn - or lagg may allow them to get past the normal setting at the exit.

so env sound means extra work for the mapper if they are gonna do it right!

Glidias
06-17-2003, 12:16 AM
Originally posted by tommy14
yes, env sound has always been buggy.

IF you decide to use it in a map, make sure you have other env_sounds at exits to return to normal sound, and also extra env_sounds at spawns and scattered around the map to restore to normal sounds.

otherwise someone dies in that area, and they might get persecuted with the sound effect when they respawn - or lagg may allow them to get past the normal setting at the exit.

so env sound means extra work for the mapper if they are gonna do it right!

LOL, never knew that!

WHy is the HL engine so crappy?

I mean: trigger_gravity -> doesn't work if you are airborne and touching it, 'cause once airborne the velocity of your fall is finalised and can't be changed mid-air.

and now env_sound -> doesn't go back to normal when you're outside it, darn, a better name for this should be trigger_envsound, don't you think???

Maybeee we can have terminal velocity on the HL2 engine!

06-17-2003, 12:22 AM
Are you sure about trigger_gravity not working in midair? I have changed gravity using console while falling, and my velocity has changed.

Glidias
06-17-2003, 09:15 AM
nope. not for me. Of course, it does affect the sv_gravity (in your case) or "cl_gravity" (in my case), but since you are already falling, the velocity of the fall seems to have taken quite a high momentum effect. At the most, you end up having a slight deacceleration....which is more or less neglible.

FuzzDad
06-17-2003, 09:32 AM
env_sound can be used if done carefully...you need to make sure you cover all possible exits with a normal sound and...according to the dev team...env_sounds should reset back to normal if you die in a env_sound area and respawn. I have also seen where low-end systems don't seem to register the sound changes if the PC has reached max ram usage...not sure on why but I think it has something to do with how half-life handles situations where it has no more ram to play with...I think it just ignores certain calls.

Spirit of Halflife contains code where you make a trigger func_brush to cover the area you want the sound in but it has bugs in it...we were really hoping that code would have been available to us for 1.0 but it wasn't

env_sounds can really make a map sound great...but be careful w/their usage.

El Capitan
06-17-2003, 09:40 AM
env_sounds have always been buggy in the map and I tend not to use them, as once it is triggered - unless it is restored to normal, the server will continuing processing this to your machine even if the map changes. The only time when it resets without another trigger is when you die in an env_sound area. Its just a case of either every single mapper putting the env_sound to normal when players spawn, nobody using the env_sound at all, dev team attempting to fix this problem in a code or people just having to put up with the problem

tommy14
06-17-2003, 02:15 PM
i did not realize it carried over from map to map, but that makes sense.

i guess every map should have an env sound returing to normal at the spawn.


as for dying in a env sound - it may supposed to go back to normal, but i know of quite a few people who did not. another reason to put a normal env sound at the spawn....

CptMuppet
06-17-2003, 02:59 PM
Why not just use ambient_generic??

El Capitan
06-18-2003, 02:28 AM
Yeah Tommy14, I put env_sounds to normal in my map at the spawn, yet I don't put env_sounds anywhere else. As much as I would like to, it is buggy and not every map as a reset-to-normal in its spawn.

CptMuppet:

env_sound changes the environmental sound effects in the are, so for example an ECHO effect. So all your footsteps, voice commands, etc will all echo.

ambient_generic however plays one single WAV file, fixed and does not effect any other sounds

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