Wirehead Studios

Wirehead Modifications => General Development ('Laced Neptune') => Topic started by: Orbital-S2D on 2016-03-18, 03:55



Title: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-18, 03:55
I want to disable the ambient sounds. you know the 1shot_droneboys and the growls and x_acient blah blah...

Where in the cgame does that happen. I looked through the EV_BLAH and i tried to search the code for ambient
target_speakers and world sounds...

but thats not it.

if i could find it i think this time i could handle the cvar for it.


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-19, 00:49
CG_EntityEffects handles looping sounds and light glows.  CG_Speaker handles event-driven sounds.  Try remarking out the trap_S_* statements and see if that kills the sounds in question.

Those are both in cg_ents.c.


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-19, 04:26
Thanks ill try it and i share my findings!


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-19, 14:51
Code: (cg_ents.c)
/*
==================
CG_EntityEffects

Add continuous entity effects, like local entity emission and lighting
==================
*/
static void
CG_EntityEffects(centity_t * cent)
{

  // update sound origins
  CG_SetEntitySoundPosition(cent);

  // add loop sound
/*   if (cent->currentState.loopSound)
  {
    if (cent->currentState.eType != ET_SPEAKER)
    {
      trap_S_AddLoopingSound(cent->currentState.number, cent->lerpOrigin,
     vec3_origin,
     cgs.gameSounds[cent->currentState.loopSound]);
    }
    else
    {
      trap_S_AddRealLoopingSound(cent->currentState.number,
cent->lerpOrigin, vec3_origin,
cgs.gameSounds[cent->currentState.
loopSound]);
    }
  } */


  // constant light glow
  if (cent->currentState.constantLight)
  {
    int cl;
    int i, r, g, b;

    cl = cent->currentState.constantLight;
    r = cl & 255;
    g = (cl >> 8) & 255;
    b = (cl >> 16) & 255;
    i = ((cl >> 24) & 255) * 4;
    trap_R_AddLightToScene(cent->lerpOrigin, i, r, g, b);
  }

}

Commenting that took care of the flames and wind computer blips
But lets say for instance you load up q3dm1 (there is a world drone on this map every 15 seconds or so)
after commenting out this section that drone still happens.

So I commented the entirety of cg speaker and I still got the world drone on dm1


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-19, 15:28
so I added this
 
Code:
 if (cent->currentState.loopSound)
  {
if ( s_ambient.integer != 0 )  
{
if (cent->currentState.eType != ET_SPEAKER)
{
trap_S_AddLoopingSound(cent->currentState.number, cent->lerpOrigin,
    vec3_origin,
    cgs.gameSounds[cent->currentState.loopSound]);
}
else
{
trap_S_AddRealLoopingSound(cent->currentState.number,
cent->lerpOrigin, vec3_origin,
cgs.gameSounds[cent->currentState.
loopSound]);
}
}
  }

but if its s_ambient 0 and you change it to 1 it will turn on but not back off... unless you do snd_restart or map_restart


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-19, 20:32
The x_ominous.wav sound on Q3DM1 is being called by an EV_GLOBAL_SOUND.  This should be originating from Use_Target_Speaker in g_target.c.  Try disabling the trap_S_Startsound statements in cg_event.c and see if that makes that go away.  Just be aware this will kill off other global sounds such as powerup spawns... but it will show you if that's where this is triggering from.

As for the s_ambient.integer... I'd need to see how you have the cvar flags set.  It sounds like it has a CVAR_LATCH present.


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-19, 22:08
{&cg_ambients, "cg_ambients", "1", CVAR_ARCHIVE},

I had changed it from s_ambient to cg_ambients




Quote
  case EV_GENERAL_SOUND:
    DEBUGNAME("EV_GENERAL_SOUND");
    if (cgs.gameSounds[es->eventParm])
    {
      //trap_S_StartSound(NULL, es->number, CHAN_VOICE,
      //   cgs.gameSounds[es->eventParm]);
    }
    else
    {
      s = CG_ConfigString(CS_SOUNDS + es->eventParm);
      //trap_S_StartSound(NULL, es->number, CHAN_VOICE,
      //   CG_CustomSound(es->number, s));
    }
    break;

  case EV_GLOBAL_SOUND:   // play from the player's head so it never diminishes
    DEBUGNAME("EV_GLOBAL_SOUND");
    if (cgs.gameSounds[es->eventParm])
    {
      //trap_S_StartSound(NULL, cg.snap->ps.clientNum, CHAN_AUTO,
      //   cgs.gameSounds[es->eventParm]);
    }
    else
    {
      s = CG_ConfigString(CS_SOUNDS + es->eventParm);
      //trap_S_StartSound(NULL, cg.snap->ps.clientNum, CHAN_AUTO,
      //   CG_CustomSound(es->number, s));
    }
    break;

doors had no sound some stuff was silent

best example is q3dm0 "announcer" welcome, jump here, gladiators goal, all gone

bleh it worked better the other way.


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-20, 06:10
Well, remarking it out was meant just as a test, not a solution.  If you go into g_target.c and look at the Use_Target_Speaker function you might be able to tinker with that.  You could try putting a "return;" statement at the beginning of the function and seeing if that kills everything you want without losing door sounds, etc.  If it does, you can look at modifying the event list to send a different event from Use_Target_Speaker to separate the ambient sounds you want to bypass from other kinds of sounds that use EV_GENERAL_SOUND.  Then use your cvar to control sounds triggered by the new event.  If that looks like the route you want to go it's not too hard to create new events, but test it first.


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-20, 16:23
ok im not sure what I am looking at here :S
I see the target speaker

and I read this
A global sound will play full volume throughout the level.
so this would be the x_drones?
Activator sounds will play on the player that activated the target.
this would be the "welcome to q3a" in dm0?
Global and activator sounds can't be combined with looping.
not sure what they mean here are doors and powerups global sounds?
Normal sounds play each time the target is used.
door switch teleporter?
Looped sounds will be toggled by use functions.
Multiple identical looping sounds will just increase volume without any speed cost.
"wait" : Seconds between auto triggerings, 0 = don't auto trigger
"random"   wait variance, default is 0

This is proving quite challenging for me but it is fun.
I hope you don't mine me asking for your help so much :)
and you can pick on me about it cause I am a noob! I have had no formal c training but I have changed quite a bit by trial and error.


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-20, 19:53
ok im not sure what I am looking at here :S
I see the target speaker

and I read this
A global sound will play full volume throughout the level.
so this would be the x_drones?
Probably.  It would be any sound that plays the same volume no matter where you are as opposed to a sound that would emanate from a specific source - say, a computer console beeping that's louder as you're closer to it.

Quote
Activator sounds will play on the player that activated the target.
this would be the "welcome to q3a" in dm0?
Correct.

Quote
Global and activator sounds can't be combined with looping.
not sure what they mean here are doors and powerups global sounds?
No.  What this means is you can't use the same code to trigger looping sounds.  If you check the ent->s.loopsounds toggles, you'll see those are not event driven, those are an entityState flag that's being turned on and off.  Global sounds use EV_GLOBAL_SOUND and, and activator sounds use EV_GENERAL_SOUND.  An activator sound will play at full volume in the player's ear ("Jump here to reach the armor"), whereas an EV_GENERAL_SOUND that is not an activator sound will play at a specific location instead of following the player's movement.

Quote
Normal sounds play each time the target is used.
door switch teleporter?
This is where you need to look a bit deeper into the code.  Let's look at doors.  Doors are classified as a mover, in g_movers.c, function is:

void SP_func_door (gentity_t *ent) {

You'll notice these lines of code in there:

   ent->sound1to2 = ent->sound2to1 = G_SoundIndex("sound/movers/doors/dr1_strt.wav");
   ent->soundPos1 = ent->soundPos2 = G_SoundIndex("sound/movers/doors/dr1_end.wav");

Those variables are referenced somewhere, so where?  There's this clue:

InitMover( ent );

That's a function call that does stuff to this ent, so let's look at it.  Here's the definition:

void InitMover( gentity_t *ent ) {


OK, down in that function we'll find these lines:

   ent->use = Use_BinaryMover;
   ent->reached = Reached_BinaryMover;

Those are function calls set on our door, so let's see what Use_BinaryMover has in it:

void Use_BinaryMover( gentity_t *ent, gentity_t *other, gentity_t *activator ) {

and down below we find this:

      // starting sound
      if ( ent->sound1to2 ) {
         G_AddEvent( ent, EV_GENERAL_SOUND, ent->sound1to2 );
      }

Aha!  It's adding an EV_GENERAL_SOUND, and playing the "ent->sound1to2" sound that was set in SP_func_door.  That means that the door sounds are sending an EV_GENERAL_SOUND, but it is NOT being called by "Use_Target_Speaker".  Therefore, turning off the sound events in Use_Target_Speaker will not break door sounds, and also explains why disabling "EV_GENERAL_SOUND" on the client DOES break door sounds:  They use the same event number, but are initiated from different places on the server-side code.

Quote
This is proving quite challenging for me but it is fun.
I hope you don't mine me asking for your help so much :)
and you can pick on me about it cause I am a noob! I have had no formal c training but I have changed quite a bit by trial and error.

That's how I started out, and why I'm helping you in this manner.  The more you learn about how and why the code does something the better you become and bending it to your will.  I won't write someone's mod for them, but I'm always willing to help someone learn how to do things.

Also, you're not a noob.  You're a newbie.  There's a difference.  A newbie is someone new at something.  A noob is a derogatory term for an unskilled player.  :doom_thumb:


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-21, 00:32
OK so I thought about things here...

So I loaded up my good ole rusty trusty q3a 1.32c install that I keep zipped up... (the gamma sucks)

I played around a bit with CPMA from where this idea is derived from and here is what I have learned

With CPMA's s_ambient 0 on q3tourney5 the 1shot_droneboys_01.wav that has its entity in the sky can be heard but the fire sounds cannot. q3dm0 the x_rumbledrone.wav (I think that's the one) can be heard as well as the announcer (welcome jump portal). q3wcp10 this map has two entities in each base that use 1shot_droneboys_01 in the flag room some where around the ceiling light fixture. with s_ambient 0 this map is quiet.

in the code it says global sounds cant be combined with looping is this y 1shot only plays once on tourney5? never mind that's not the case. it plays after you walk up the stairs in the center of the map near the rocket launcher. so therefore it is an activator.

Now from a mapping perspective how do you put sounds on a map like these? I'm curious because if I can find this then I could find it in the code maybe? are the entities on a map called something similar in the code? what exactly is a speaker?

 :wall: :wall: :wall:

thanks for calling me a newbie! :doom_love:


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-21, 18:31
A speaker is a paper cone with a magnet that produces sound, or someone standing at a lectern trying desperately to sway opinions.  :doom_thumb:

For Q3 purposes, target_speaker is a function that, when triggered, causes a sound to be played on the client.  That's its sole function.  It's placed on maps as an entity in q3radiant named, not surprisingly, "target_speaker".

If you want to try disabling those, do this like I said before and see what happens:

Code:
void Use_Target_Speaker (gentity_t *ent, gentity_t *other, gentity_t *activator) {

        // Phoenix - temporarily disabling this
        return;
        // End Phoenix test

if (ent->spawnflags & 3) { // looping sound toggles
if (ent->s.loopSound)
ent->s.loopSound = 0; // turn it off
else
ent->s.loopSound = ent->noise_index; // start it
}else { // normal sound
if ( ent->spawnflags & 8 ) {
G_AddEvent( activator, EV_GENERAL_SOUND, ent->noise_index );
} else if (ent->spawnflags & 4) {
G_AddEvent( ent, EV_GLOBAL_SOUND, ent->noise_index );
} else {
G_AddEvent( ent, EV_GENERAL_SOUND, ent->noise_index );
}
}
}



Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-21, 20:50
A speaker is a paper cone with a magnet that produces sound, or someone standing at a lectern trying desperately to sway opinions.    :doom_thumb:

Oh burn!!! I left that door open didn't I!

You did say to put a return in. I was just trying to do more detective work... I'll try it tonight if I can.


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-22, 01:25
OK that was cool... that disabled everything we want but nothing we don't

except on q3ctf2 the water...


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-22, 14:47
Could you explain what we did there? What is that bit of code saying...

Break it down for me cause I want to make sure I am understanding what it is actually saying. I don't want to assume


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-24, 01:18
The "return" statement does just that - returns the code pointer back to the previous function that the current function was called from.  In this case, It's returning out of Use_Target_Speaker before it can run any of the code that would generate the EV_GENERAL_SOUND, EV_GLOBAL_SOUND, or toggle the ent->s.loopsound variables.  Effectively we told the function not to do anything at all.  That had the desired effect for the most part, yes?  If so, I can continue.


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-24, 01:41
Yea that killed the majority of it there is still some like the water gurgling on q3ctf2... but that was the majority of it yes


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-25, 02:23
yes please continue :D


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-25, 21:58
Patience, tiny grasshopper.  Sometimes the bird is away, busy, and/or sleeping.

Since we've determined that target_speaker is sending these sounds, we need to see how we can separate a target_speaker out from other entities.  Fortunately, this has already been done for us.  In SP_target_speaker, we can see this line:

   ent->s.eType = ET_SPEAKER;

Anything on the right side of ent->s. is part of the "entitystate_t" structure.  Entitystate_t is what gets sent to the client.  In this case, all entities that are spawned from SP_target_speaker have an eType of "ET_SPEAKER".  This means we can test for this on the client.

First, let's look at looping sounds.  In cg_ents, we find this:

Code:
static void CG_EntityEffects( centity_t *cent ) {

// update sound origins
CG_SetEntitySoundPosition( cent );

// add loop sound
if ( cent->currentState.loopSound ) {
if (cent->currentState.eType != ET_SPEAKER) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] );
} else {
trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] );
}
}


// constant light glow
if ( cent->currentState.constantLight ) {
int cl;
int i, r, g, b;

cl = cent->currentState.constantLight;
r = cl & 255;
g = ( cl >> 8 ) & 255;
b = ( cl >> 16 ) & 255;
i = ( ( cl >> 24 ) & 255 ) * 4;
trap_R_AddLightToScene( cent->lerpOrigin, i, r, g, b );
}

}

You'll notice a conditional test for ET_SPEAKER is present.  In this case, it's testing for != ET_SPEAKER.  So the first part of the "if" statement is generating looping sounds for all entities except ET_SPEAKER.  The "else" part is only concerned with ET_SPEAKER.  What we can do then is this.  Assuming that your cvar is called "cg_ambient":

Code:
// add loop sound
if ( cent->currentState.loopSound ) {
if (cent->currentState.eType != ET_SPEAKER) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] );
} else {
                        if (cg_ambient.integer > 0 ){
  trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] );
                        }
}

That would enable the looping sounds on ET_SPEAKER entities only if your cvar is not == 0.

OK, now what about the events?  We'll look at cg_event, and here they are:
Code:
case EV_GENERAL_SOUND:
DEBUGNAME("EV_GENERAL_SOUND");
if ( cgs.gameSounds[ es->eventParm ] ) {
trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
} else {
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
}
break;

case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
DEBUGNAME("EV_GLOBAL_SOUND");
if ( cgs.gameSounds[ es->eventParm ] ) {
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
} else {
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
}
break;

All we have to do is put in conditional tests for the ET_SPEAKER.  Now you'll need to pay attention to the entitystate structure, which in this case is "es".  So you'll see es->eventParm on the client is the same as ent->s.eventParm on the server.  That means to test for eType, we'll use es->eType, like so:

Code:
case EV_GENERAL_SOUND:
DEBUGNAME("EV_GENERAL_SOUND");
                // Phoenix - don't play speaker sounds if disabled.
                if (es->eType == ET_SPEAKER && cg_ambient.integer == 0){
                     break;
                }
if ( cgs.gameSounds[ es->eventParm ] ) {
trap_S_StartSound (NULL, es->number, CHAN_VOICE, cgs.gameSounds[ es->eventParm ] );
} else {
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
trap_S_StartSound (NULL, es->number, CHAN_VOICE, CG_CustomSound( es->number, s ) );
}
break;

case EV_GLOBAL_SOUND: // play from the player's head so it never diminishes
DEBUGNAME("EV_GLOBAL_SOUND");
                // Phoenix - don't play speaker sounds if disabled.
                if (es->eType == ET_SPEAKER && cg_ambient.integer == 0){
                     break;
                }
if ( cgs.gameSounds[ es->eventParm ] ) {
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, cgs.gameSounds[ es->eventParm ] );
} else {
s = CG_ConfigString( CS_SOUNDS + es->eventParm );
trap_S_StartSound (NULL, cg.snap->ps.clientNum, CHAN_AUTO, CG_CustomSound( es->number, s ) );
}
break;

You'll see that we're breaking out of the case statement if the sound event is occuring on a speaker entity and we have our ambient variable disabled.  

Now in theory, and provided I didn't screw anything up, that should give you the ability to toggle any sounds caused by an ET_SPEAKER on and off using a client-side cvar.  That won't disable the water on that CTF map because that's being caused by something else, but one step at a time.  See if this scenario works for you and let me know what happens.


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-26, 02:30
Quote
Patience, tiny grasshopper.  Sometimes the bird is away, busy, and/or sleeping.

I did not mean to sound like i was rushing you at all... sorry i am eager to learn though. this is fun

So now i have questions.

This, if (cg_ambient.integer > 0 ) So what would happen if it was the integer was set too 2? Doesn't > 0 mean anything but 0. what if it was == 1 instead of > 0

i ask this because

if (es->eType == ET_SPEAKER && cg_ambient.integer == 0){
                     break;

The break; .

Does that mean that if the integer was 0 then continue on too the next if statement. If not equal to 0 skip the rest?



Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-26, 17:12
That is correct.  If we're wanting to use "cg_ambient.integer == 0 " as our "disable ambient sounds" option, then any value above 0 would be leaving them enabled.


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-27, 01:50
OK so all changes completed with one difference.
I made the cvar cg_ambientSounds (no biggie)

Here is what I noticed its not dynamic. it scared me at first cause I loaded up the game and I changed it an nothing happened. So I though "aw crap what did I miss?". (I studied what you did in the code since you posted it. Just trying to get a sense of what was happening and making sure I understood what was going on.)
Well of course I alt-entered to look at the notepad++ screen to see and that's when I noticed... HEY IT CHANGED :P

The second thing I noticed was that IT WORKED HA HA. In threewave q3w5 under the flag room on the left and right side there is a body on the wall that is breathing. I loaded up OSP right after. In Osp the water on ctf2 gurgles. and the q3w5 body is not breathing. In CPMA the water is not gurgling and the model is not breathing...

Now I know that you said one thing at a time and I understand that im just letting you know what I see.
(hear rather)




Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-27, 09:51
From what I'm reading... it sounds like it worked, but the looping sounds only disabled after the alt+enter.  Can you show me your declaration of cg_ambientSounds so I can see the default values and flags?


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-27, 10:24
{&cg_ambientSounds, "cg_ambientSounds", "1", CVAR_ARCHIVE},


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-27, 21:44
Ok, so it's not latching and the variable itself is toggling dynamically, just not the looping sounds.  I found there's a trap_S_StopLoopingSound trap... I think you just need to throw that in there to turn the looping sounds off if your variable is "0".


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-28, 02:14
Not quite...

Code:
// add loop sound
if ( cent->currentState.loopSound ) {
if (cent->currentState.eType != ET_SPEAKER) {
trap_S_AddLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,
cgs.gameSounds[ cent->currentState.loopSound ] );
} else {
                        if (cg_ambient.integer > 0 ){
  trap_S_AddRealLoopingSound( cent->currentState.number, cent->lerpOrigin, vec3_origin,

cgs.gameSounds[ cent->currentState.loopSound ] );
                        } else {
                                  // Phoenix - Turn off any looping sounds on ET_SPEAKER entities
                                  trap_S_StopLoopingSound( cent->currentState.number );
                        }
}

Try that and see what happens.


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-28, 02:34
Whoops!  I meant to quote you, not modify your post.  Hehe, oops.  Bird is tired.  O_o

Anyway, give the above a try.


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-28, 04:04
Lmao


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-30, 17:09
haven't had a chance to try it yet but looks like tonight :)


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-03-31, 01:21
Ok that kills it and restarts it dynamically. but some maps there are still some ambients
but I like this :)


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-03-31, 03:14
I would say on those maps the ambients are not being generated by a target_speaker entity.  You can use "s_show 1" to determine what sound file is being played, and "CG_DebugEvents 1" to determine if it's an event driven sound or created by some other method.


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-04-02, 01:05
hmmm
Quote
13618766 : sound/world/evil.wav
ent:325  event: 46 EV_GLOBAL_SOUND
13639624 : sound/items/poweruprespawn.wav
13720142 : sound/world/evil.wav
13751886 : sound/world/evil.wav
13776462 : sound/world/evil.wav
]/condump
usage: condump <filename>
13850190 : sound/world/evil.wav
13861966 : sound/world/evil.wav
]/condump evil
Dumped console text to evil.
13911630 : sound/world/evil.wav
14003790 : sound/world/evil.wav
14025530 : sound/world/evil.wav
]/condump evil.txt
Dumped console text to evil.txt.


and

Quote
OrbitaL-S2D entered the game
]\cg_debugevents 1
ent: 84  event: 46 EV_GLOBAL_SOUND
ent:145  event: 45 EV_GENERAL_SOUND
]\s_show 1
ent:  0  event:  1 EV_FOOTSTEP
15153230 : sound/player/footsteps/flesh3.wav
ent:  0  event:  1 EV_FOOTSTEP
15163470 : sound/player/footsteps/flesh4.wav
ent:  0  event:  1 EV_FOOTSTEP
15174458 : sound/player/footsteps/flesh1.wav
ent:  0  event:  6 EV_STEP
ent:  0  event:  1 EV_FOOTSTEP
15180878 : sound/player/footsteps/flesh2.wav
ent:  0  event:  6 EV_STEP
ent:  0  event:  1 EV_FOOTSTEP
15188558 : sound/player/footsteps/flesh2.wav
ent:  0  event: 45 EV_GENERAL_SOUND
15194190 : sound/feedback/intro_10.wav
ent:  0  event:  6 EV_STEP
ent:  0  event:  1 EV_FOOTSTEP
15198286 : sound/player/footsteps/flesh3.wav
ent: 96  event: 46 EV_GLOBAL_SOUND
ent:  0  event:  1 EV_FOOTSTEP
15205966 : sound/player/footsteps/flesh4.wav
ent:145  event: 45 EV_GENERAL_SOUND
ent:145  event: 45 EV_GENERAL_SOUND
ent: 96  event: 46 EV_GLOBAL_SOUND
]/condump intro10.txt
Dumped console text to intro10.txt.


Title: Re: disable the ambient sounds
Post by: Phoenix on 2016-04-02, 21:59
That tells us that sound\world\evil.wav is not being triggered by an event.  Which map is this on?


Title: Re: disable the ambient sounds
Post by: Orbital-S2D on 2016-04-02, 22:46
Q3w5
 
It's under the flag room each side red and blue