stuttering sound

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wacko
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stuttering sound

Post by wacko »

made a machine with 3 rotating tubes, which make quiet a noise in the map. this i have done with a altered aliascache in a custom tik and one loopsound command per tube. works perfectly in the room, becomes lower when i go away, and louder when i come closer. but when i go around a corner, the sound immediatly goes quiet til i come back. and even worse, there are places where the engine seems to not really know what to do and the sound begins to stutter until i go somewhere else.
This is my tiki:

Code: Select all

TIKI 

setup 
{ 
path models/fx/dummy 
skelmodel dummy3.skd 
} 

init 
{ 
server 
{ 
classname ScriptModel 
rendereffects +dontdraw 
notsolid 
} 
client 
{ 
settiki none 
aliascache machine_run sound/mechanics/Mec_GeneratorRun_01.wav soundparms 1.0 0.0 1.0 0.0 200 1000 local loaded maps "dm"
// had 'auto' instead of 'local' before, didn't help though
} 
} 

animations 
{ 
idle dummy3.skc 
}
does someone know what i could do? ty!
jv_map
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Post by jv_map »

I think this happens because the sound entity was outside your pvs. You could try to set 'alwaysdraw' in the client init section, but I'm not sure if it'll help.
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wacko
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Location: Germany

Post by wacko »

where what who???
pvs? client init section?
sorrrry, me stupid!
jv_map
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Post by jv_map »

I'll try to explain :). Since Carmack was lazy ;), if a player can't see something, the quake engine assumes he can't hear it either. Thus the layout of vis portals in your map can cause the sound to stutter. I hope that if you put 'alwaysdraw' in the TIKI, it will emit its sound regardless of it's viewportal. I'm not sure if it works though :?

Try this:

Code: Select all

TIKI 

setup 
{ 
path models/fx/dummy 
skelmodel dummy3.skd 
} 

init 
{ 
server 
{ 
classname ScriptModel 
rendereffects +dontdraw 
notsolid 
} 
client 
{ 
settiki none 
alwaysdraw
aliascache machine_run sound/mechanics/Mec_GeneratorRun_01.wav soundparms 1.0 0.0 1.0 0.0 200 1000 local loaded maps "dm" 
// had 'auto' instead of 'local' before, didn't help though 
} 
} 

animations 
{ 
idle dummy3.skc 
}
You may also want to try it inside the server section.
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wacko
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Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

thanks, jv!
will try both and hopefully tell you that it works. else, i'll try a new window between the 'place of stuttering' and the room with the machine to make it visible all the time...
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wacko
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Joined: Fri Jul 05, 2002 8:42 pm
Location: Germany

Post by wacko »

alwaysdraw was a great tip! (in the client part).
I wouldn't say it's physically perfect now, but what the heck, the stuttering is gone and i hear the sound around corners :D

you're my hero! didn't i say so before?! anyway, thanks a lot!!
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tltrude
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sound tiki

Post by tltrude »

Should that be in our custom sound tiki's as well. I have the same problem with a waterfall sound. If I put the speaker in a leafgroup, it stops when its targeted leaf is hidden by another leaf. That's not a bad thing in itself, but it does make the sound shut off rather than fade away.
Tom Trude,

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jv_map
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Post by jv_map »

Well actually I must confess it was a bad idea to put the alwaysdraw in the sound TIKI. Better add it as a key without a value for the thing that makes the sound (preferrably an invisible script_model).

Otherwise the settiki none command will make all models alwaysdraw, which is definately not good for fps.
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