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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