I wonder if making the walls of the room you are talking about really think (i.e. 128 units) will affect the PAS in VVIS *(Potentially Audible Set)*?
You could always check the VVIS source code to see how it calculates the PAS. Thanks, - Saul. 2009/8/8 Mikie <[email protected]> > Just move the room far away. > > There is no inefficiency in doing that. > > > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of Minh > Sent: Saturday, August 08, 2009 6:50 AM > To: Discussion of Half-Life Mapping > Subject: [hlmappers] Making a sound proof room > > I'm making a level where there's a designated room where my dead players > > will spawn . It's basically a shooting range. My question is, is it > possible to make the sounds that originate in this room not be heard > from the other players? Is there an entity that I can use to make this > room sound proof? > Alternatively, I can just place the room really far away from the main > level... but won't that be inefficient? (ie. create a larger map than > necessary) > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlmappers > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlmappers
