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Sound stereo channel strange effect


Fidcal

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I'm setting up a couple of slow doors with snd_move but it's noticeable with both that while opening if I stand in the middle I hear the sound from far left or right. If I make a tiny step left or right then the sound leaps across to the other speaker. There is no in-between. Never heard this effect before. These are my shaders...

 

stone_sliding
{
minDistance	7
maxDistance	40
volume		2
unclamped
shakes		0.1
looping
sound/levels/caverns2/stone_movement_loop.wav
}


gate_bolts
{
looping
minDistance 7
maxDistance 20
volume 0

description "Made by mrDischarged"
sound/ambient/environmental/machine_noise04_loop.ogg
}

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I think it's kinda normal for doors. Just type

 

s_drawspeakers 1

 

and you will see where the sound is generated. It is also an issue when you open a chest or a locker while standing/crouching near to it. It depends on where you stand relative to the sound generating object, so I guess it can only be fixed in the code that makes doors work in the first place.

 

btw: mindistance 7 and max 40 looks like some BIG stone door to me. . .

. . .mmh. shakes indicates the same. I don't think you need the unclamped keyword there.

 

Maybe -- I didn't test it -- if you just use a mover instead of a door?

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What does unclamped actually do? iddevnet tells me it means 'don't clamp' :wacko:

 

 

Anyways, its basically just because my doors are very wide that I'm noticing what is always there for all doors? Maybe I should just trigger a speaker.

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What does unclamped actually do? iddevnet tells me it means 'don't clamp' :wacko:

No need to stray so far -- it's in our wiki:

http://modetwo.net/d...ing_Up_Speakers

see "volume" and "unclamped".

 

Anyways, its basically just because my doors are very wide that I'm noticing what is always there for all doors?

Haven't seen your doors -- but I think so.

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