*hear

On Mon, Aug 10, 2009 at 2:37 AM, Nathan West <[email protected]> wrote:

> Sort of. The PAS is how NPCs determine what they can here, and is generated
> through the positions of visleafs.
>
>
> On Sat, Aug 8, 2009 at 6:36 PM, Saul Rennison <[email protected]>wrote:
>
>> I thought that just affected rendering?
>>
>> Thanks,
>> -Saul.
>>
>> On 8 Aug 2009, at 23:17, Tobias Kammersgaard <
>> [email protected]
>>  > wrote:
>>
>> > Doesn't area portals affect sound too?
>> >
>> > /ScarT
>> >
>> >
>> > 2009/8/8 Saul Rennison <[email protected]>
>> >
>> >> 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)
>> >>>
>> >>> _______________________________________________
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>> >>>
>> >>>
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>> >>>
>> >>>
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>> >>
>> >>
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>> >
>>
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>
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