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[SOLVED] Need some help fixing trapdoor sound issues


Skaruts

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I'm having this issue with a trapdoor I made, where I can't hear the closing sound when I close it from the top side. I presume this could have something to do with the visportals, but I couldn't figure it out.

My test map is in the attachment below, if anyone wants to take a look.

Thanks in advance.

sk_cooks(2023-09-1806-58-43)(136.96-54.49154.25).thumb.jpg.289ef74329429b3d6711fba36e2b7d53.jpg

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EDIT: I just noticed that not being able to hear the sound at all from the top side is actually because I'm using `loss_closed  60`. But still, even if I use the default value for that spawnarg, the sound still gets a bit muffled. So the actual issue is how to prevent this?

ladder_tests.zip

Edited by Skaruts
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Actually... I realize why now. If you don't cover the func_static, the visportal gets dropped entirely. That's why it makes that difference, but not in a good way. :(

You actually do need to cover the func_static...

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To make matters more confusing, the "manhole" prefab doesn't have this issue, and I can't tell why. I added it to the test map.

 

ladder_tests.map

Edited by Skaruts
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  • Skaruts changed the title to [SOLVED] Need some help fixing trapdoor sound issues
48 minutes ago, Skaruts said:

Wait, I figure it out. I made the visportal thinner, so as to not take half of the door's thickness, and that fixed it. :)

visp.jpg.30c7d49dea8ea38ebb8b2cc601137215.jpg

Yeah, that's what I did as well but did not mention in my post as I thought you would understand that from the changed map.

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3 hours ago, datiswous said:

Why does this work by making it thinner?

No idea, tbh...

To be clear, though, the thickness is irrelevant. It's just that I moved the portal face 1 unit down. Maybe it's because it's off center now? The door's origin is above ground, so it couldn't be interfering with that.

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