i have heard jv say from time to time that if ya send to many sounds streamed from the server to the client it could cause lag,,so therefore it made me wanna ask the following question,,,,i took the following line from the uberdialogue
alias den_m2l2_258p sound/dialogue/m2l2/g/den_m2l2_258p.wav soundparms 0.6 0.0 1.0 0.0 80 1500 dialog streamed maps "m dm obj"
and moved it to the ubersound,,,,and made the following change
alias den_m2l2_258p sound/dialogue/m2l2/g/den_m2l2_258p.wav soundparms 0.6 0.0 1.0 0.0 80 1500 auto loaded maps "m dm obj"
now when i went back into the map the sound seems to play pretty good and on q when ya walk past the trigger to set it off
now my questions are these,,,,is this a ok method to use?? or would have it been better to just leave it in dialogue and change to auto loaded there?? will the above method keep the server from lagging when the message is played?? how many items could 1 change at the above example in a uberdialogue without causing lag???
also i would like to add at this time cant use the ubersound workaround,,,its spearhead hehehe,,,,now if there a better way to do the above i would like to know. also which number in this line 0.6 0.0 1.0 0.0 80 1500 is used to turn the sound up a little levelwide??
Gold<<mohha freak
sound question
Moderator: Moderators
Re: sound question
I think you may have misunderstood me or maybe I didn't word it very clearGold wrote:i have heard jv say from time to time that if ya send to many sounds streamed from the server to the client it could cause lag
Sounds are never streamed from the server to the client! This would really be a waste of bandwith and is also very unnecessary since the client has the soundfile as well.
In fact, 'streamed' means the file is loaded via a buffer, i.e. the game first reads the first e.g. 1024 bytes, starts playing, and when (nearly) done playing it discards these 1024 bytes and reads the next 1024 bytes. This way, it only requires relatively little memory to play a sound. Mohaa can only use this way of playing sounds when the file is not compressed, i.e. not in a pk3 file but in the main/sound folder.
'loaded' causes the sounds to be loaded in its entirety, in fact yet at map start-up (i.e. it is cached).
So basically using 'streamed' or 'loaded' is a trade-off between memory usage and disk space usage. For custom files, it's generally better to go for 'loaded' since then your sound files can simply stay in the pk3.
loaded
So, how does the client's game know which sounds to load? Are all the sounds for the server's "game type" in both ubersound scripts loaded? As well as all the sound for the map name? That's a lot of memory or diskspace!
jv none of the maps are prefixed with test,,,,and Tom im not 100% sure i understand ya questions fully,,,but the client has the same ubersound and uberdialogue as the server but are named ubersound2 and uberdialogue2 clientside with a few exceptions,,,such as on serverside all the dog sounds are cancelled out with the following lines // and loaded in a tiki file instead,,,dog sounds only that is,,,the rest of the sounds are loaded as above,,,what was done was the stock spearhead ubersound and uberdialogue (the uberdialogue was greatly reduced in size since we mostly only needed the taunts) were used and then modified to load all the m maps in single player as well as what was allready there such as obj,,tdm,,and the t maps,,,,now if i understand ya correctly ,,,ya r saying it would be a bad ideal to load a sound into a map that isnt needed,,,so say for example,,m1l1,,,if m1l1 was in every line in the ubersound it would load every sound in the ubersound for that paticular map even if it wasnt needed?? and that would be bad idea if i unerstand ya guys correctly?? and if thats the case i have more work to do than i thought hehehe,,and no i didnt change alot of things to autoloaded,,,mostly everything is stock with the exception of added lines for the m maps and added maps within each line as the example below so footsteps can be heard in the m maps as well
aliascache snd_step_dirt1 sound/characters/fs_dirt_01.wav soundparms 0.4 0.3 0.9 0.2 200 2500 auto loaded maps "m t dm obj "
any futher info to improve the above would be greatly appreciated,,,and thanx for the replies so far:)
<TWZ>Gold<<mohha freak
aliascache snd_step_dirt1 sound/characters/fs_dirt_01.wav soundparms 0.4 0.3 0.9 0.2 200 2500 auto loaded maps "m t dm obj "
any futher info to improve the above would be greatly appreciated,,,and thanx for the replies so far:)
<TWZ>Gold<<mohha freak

