Page 1 of 1

stuttering sound

Posted: Tue May 27, 2003 4:42 pm
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!

Posted: Tue May 27, 2003 4:48 pm
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.

Posted: Tue May 27, 2003 4:51 pm
by wacko
where what who???
pvs? client init section?
sorrrry, me stupid!

Posted: Tue May 27, 2003 5:38 pm
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.

Posted: Tue May 27, 2003 7:44 pm
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...

Posted: Tue May 27, 2003 9:06 pm
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!!

sound tiki

Posted: Wed May 28, 2003 2:41 am
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.

Posted: Wed May 28, 2003 6:12 am
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.