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:
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.
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
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...
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
you're my hero! didn't i say so before?! anyway, thanks a lot!!
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.
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.