When i die in HL2DM by an explosion i hear a very high pitch sound which hurts my ears a bit when my volume is loud. I always need to turn down the volume to low. I tried to find the file for that "sound" but couldn't find it. Anyone knows where i can find the sound so i can replace it with something else?
1
Re: HL2DM Annoying sound when killed by an explosion
Posted by Niborius on Thu May 7th at 5:34pm 2009
Posted by Niborius on Thu May 7th at 5:34pm 2009
Re: HL2DM Annoying sound when killed by an explosion
Posted by Gwil on Thu May 7th at 5:45pm 2009

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Posted by Gwil on Thu May 7th at 5:45pm 2009
I used to get that sometimes, I think it's a bug.
Try updating your sound drivers.
Try updating your sound drivers.
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Re: HL2DM Annoying sound when killed by an explosion
Posted by FatStrings on Thu May 7th at 7:20pm 2009

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Posted by FatStrings on Thu May 7th at 7:20pm 2009
I'm pretty sure that's supposed to be the effect of concussive force on your ears
happens when you die sometimes too if I remember correctly...haven't played in a while
happens when you die sometimes too if I remember correctly...haven't played in a while
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Re: HL2DM Annoying sound when killed by an explosion
Posted by haymaker on Thu May 7th at 8:11pm 2009
Posted by haymaker on Thu May 7th at 8:11pm 2009
yeah that sound is a facet of the gameplay. Some sound cards seem to reproduce it differently than others, it's been noted before that some people find it loud. It can't be replaced as it's in the gcf.
I'd suggest trying to EQ it out parametrically if your sound card driver supports that.
Failing that, scroll down to the commands that start with dsp_ on this page, and try fooling around with them. For instance dsp_slow_cpu will help gain a couple extra frames by turning off 3d support.
http://developer.valvesoftware.com/wiki/Console_Command_List
I'd suggest trying to EQ it out parametrically if your sound card driver supports that.
Failing that, scroll down to the commands that start with dsp_ on this page, and try fooling around with them. For instance dsp_slow_cpu will help gain a couple extra frames by turning off 3d support.
http://developer.valvesoftware.com/wiki/Console_Command_List
Re: HL2DM Annoying sound when killed by an explosion
Posted by Riven on Thu May 7th at 10:06pm 2009

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Posted by Riven on Thu May 7th at 10:06pm 2009
Out of curiosity, I was looking for the sound myself in the appropriate GCFs and couldn't find it. Which leads me to believe that it is not an actual sound like a .wav or .mp3 Instead, I would imagine it might just be a programmable dsp effect.
@haymaker: I tested this with Portal, but none of the other games... If you add a file in your copy of the folder structure under your game's file (under your steam account name) and place it in the same folder as it's place in the referenced GCF, as long as it's named the same thing, I'm pretty sure the engine will recognize it over whatever may be in the GCF. In other words, I think files in your local copy of the game under your steam account name take priority over files listed in the GCF. So, if say this was a sound, then yea, all he would have to do is name any other .wav the same name, and place it in the same place as the source sound in the associated GCF.
-I see people do it all the time in CSS. They'll download custom skins and and models to replace the ones that came with the game. But they neither need to make an entire mod out of it or anything else. They simply place the downloaded files into the appropriate places, and they'll replace whatever the GCF has.
People also use this method when replacing original content in games with custom content. For example, a lot of people replace the explosive barrels in Source with a custom skin. -How can they do this without asking the players to download another file and then as a result change the look of the explosive barrel in every game of HL2DM (for example). They simply pack it into the map so that just when that map is loaded the barrel looks different. Outside of that map, the original content of the game is unchanged. And so people can add content to just their map and in essence temporarily replace GCF content when players load just that map.
So I guess what I'm trying to say here is, If he can find the sound (which I don't think exists) then yea, all he would have to do is replace it. But I don't think it is a sound; instead I think it is actually a programmable FX effect (which would explain why diff. sound cards render it differently). The FX effect may sound differently based on certain parameters such as: 1: how close is player to explosion 2: max force of explosion, etc... and so on. -If that indeed is the case, then he could figure out how to reprogram it in the appropriate file (or find someone else who has already) and paste a new version of that file in his folder structure and the engine will look at it instead thereby replacing the effect with something else, or getting rid of it entirely.
@haymaker: I tested this with Portal, but none of the other games... If you add a file in your copy of the folder structure under your game's file (under your steam account name) and place it in the same folder as it's place in the referenced GCF, as long as it's named the same thing, I'm pretty sure the engine will recognize it over whatever may be in the GCF. In other words, I think files in your local copy of the game under your steam account name take priority over files listed in the GCF. So, if say this was a sound, then yea, all he would have to do is name any other .wav the same name, and place it in the same place as the source sound in the associated GCF.
-I see people do it all the time in CSS. They'll download custom skins and and models to replace the ones that came with the game. But they neither need to make an entire mod out of it or anything else. They simply place the downloaded files into the appropriate places, and they'll replace whatever the GCF has.
People also use this method when replacing original content in games with custom content. For example, a lot of people replace the explosive barrels in Source with a custom skin. -How can they do this without asking the players to download another file and then as a result change the look of the explosive barrel in every game of HL2DM (for example). They simply pack it into the map so that just when that map is loaded the barrel looks different. Outside of that map, the original content of the game is unchanged. And so people can add content to just their map and in essence temporarily replace GCF content when players load just that map.
So I guess what I'm trying to say here is, If he can find the sound (which I don't think exists) then yea, all he would have to do is replace it. But I don't think it is a sound; instead I think it is actually a programmable FX effect (which would explain why diff. sound cards render it differently). The FX effect may sound differently based on certain parameters such as: 1: how close is player to explosion 2: max force of explosion, etc... and so on. -If that indeed is the case, then he could figure out how to reprogram it in the appropriate file (or find someone else who has already) and paste a new version of that file in his folder structure and the engine will look at it instead thereby replacing the effect with something else, or getting rid of it entirely.
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Re: HL2DM Annoying sound when killed by an explosion
Posted by Le Chief on Fri May 8th at 3:23am 2009
Posted by Le Chief on Fri May 8th at 3:23am 2009
Yes, just like Half-Life, the Source engine has a similar hierarchy thing where stock content can be replaced by custom content. The engine first looks for content in the game/mod folders with specific names in specific locations, if it cannot be found the the requested file will be retrived from the gcf file.
As for the sound you are speaking of Niborius, there is a high pitched sound you will hear if you stand to close to an explosion, this is part of the game. Whether you have sensitive ears or problems with your sound we can't say for sure.
As for the sound you are speaking of Niborius, there is a high pitched sound you will hear if you stand to close to an explosion, this is part of the game. Whether you have sensitive ears or problems with your sound we can't say for sure.
Re: HL2DM Annoying sound when killed by an explosion
Posted by haymaker on Fri May 8th at 6:23am 2009
Posted by haymaker on Fri May 8th at 6:23am 2009
Ive never looked for that as a sound file, you may correct Riven about the dsp although that would actually be less efficient, I would think.
And actually I wasn't even aware that custom file names had priority. Good call. My logic runs along with the sv_pure 2 restriction where no such content is allowed, ie texture substitions. I never fool around with the stock content in-game, and for custom reskins I've been renaming the model just to avoid any conflicts.
For the OP tho Im not going to add anything new, sorry
And actually I wasn't even aware that custom file names had priority. Good call. My logic runs along with the sv_pure 2 restriction where no such content is allowed, ie texture substitions. I never fool around with the stock content in-game, and for custom reskins I've been renaming the model just to avoid any conflicts.
For the OP tho Im not going to add anything new, sorry
Re: HL2DM Annoying sound when killed by an explosion
Posted by Niborius on Sat May 9th at 10:06am 2009
Posted by Niborius on Sat May 9th at 10:06am 2009
My sound drivers are already up to date, and with my previous sound card, I had the same thing.
I know it's an effect that you get in real life too, but in real life, it doesn't hurts your ears, and in games it does (to me).
I know it's an effect that you get in real life too, but in real life, it doesn't hurts your ears, and in games it does (to me).
Re: HL2DM Annoying sound when killed by an explosion
Posted by Riven on Sat May 9th at 7:35pm 2009

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Posted by Riven on Sat May 9th at 7:35pm 2009
...well; in real life, if your ears did hear a sound that was too loud & too close, then the ringing noise you'd get meant that you probably damaged your ears a little, if not down right blew em out. -Which I imagine would hurt a great deal 

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Re: HL2DM Annoying sound when killed by an explosion
Posted by Niborius on Sat May 9th at 8:19pm 2009
Posted by Niborius on Sat May 9th at 8:19pm 2009
I had that "sound" some time ago, and it was more annoying than painful. But besides, in HL2DM, almost everytime you get hit by an explosive you're dead already, so no need to hear that
Re: HL2DM Annoying sound when killed by an explosion
Posted by reaper47 on Sat May 9th at 9:58pm 2009
Yea, the moment you hear this beeping it means you will never ever be able to hear that frequency again. It's the sound of dying ear... cells... or whatever. At least that's what I learned from watching "Children of Men".
Posted by reaper47 on Sat May 9th at 9:58pm 2009
Quoting Riven
...well; in real life, if your ears did hear a sound that was too loud & too close, then the ringing noise you'd get meant that you probably damaged your ears a little, if not down right blew em out. -Which I imagine would hurt a great deal 

Yea, the moment you hear this beeping it means you will never ever be able to hear that frequency again. It's the sound of dying ear... cells... or whatever. At least that's what I learned from watching "Children of Men".
Re: HL2DM Annoying sound when killed by an explosion
Posted by ffjakebrake on Tue May 12th at 9:04pm 2009
Hope that helps!
Posted by ffjakebrake on Tue May 12th at 9:04pm 2009
Accepted Answer
Just in case you are not aware, Keepers latest server plugin allows a command line which disables this ringing sound for all clients. I run this plugin on all of our [FF] servers and most all the players love the fact that this sound is disabled! If you have a favorite server that you frequent then you might talk to the server owner about running this plugin.Hope that helps!
Re: HL2DM Annoying sound when killed by an explosion
Posted by Riven on Tue May 12th at 10:17pm 2009

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Posted by Riven on Tue May 12th at 10:17pm 2009
-Who else thinks this thread should be moved to 'source engine editing'?
-Personally, I can imagine someone searching about this and thinking to look in the editing forums. I thought it fine to sit in general banter, but it seems like more of an editing question thinking back in retrospect.
-That way Niborius, if you do find an answer, you can mark someones post as the accepted answer and it will show up in the forum as such for future users.
-Personally, I can imagine someone searching about this and thinking to look in the editing forums. I thought it fine to sit in general banter, but it seems like more of an editing question thinking back in retrospect.
-That way Niborius, if you do find an answer, you can mark someones post as the accepted answer and it will show up in the forum as such for future users.
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Re: HL2DM Annoying sound when killed by an explosion
Posted by Le Chief on Wed May 13th at 6:30am 2009
Yea, the moment you hear this beeping it means you will never ever be able to hear that frequency again. It's the sound of dying ear... cells... or whatever. At least that's what I learned from watching "Children of Men".
Hahaha, I learned the same thing from that movie (as I was reading your post I immediately thought of that movie before you mentioned it)!
I wonder if its true...
It is starting to sound like an editing question..
Posted by Le Chief on Wed May 13th at 6:30am 2009
Quoting reaper47
Quoting Riven
...well; in real life, if your ears did hear a sound that was too loud & too close, then the ringing noise you'd get meant that you probably damaged your ears a little, if not down right blew em out. -Which I imagine would hurt a great deal 

Yea, the moment you hear this beeping it means you will never ever be able to hear that frequency again. It's the sound of dying ear... cells... or whatever. At least that's what I learned from watching "Children of Men".
Hahaha, I learned the same thing from that movie (as I was reading your post I immediately thought of that movie before you mentioned it)!
I wonder if its true...
Quoting "Riven"
-Who else thinks this thread should be moved to 'source engine editing'?
It is starting to sound like an editing question..
Re: HL2DM Annoying sound when killed by an explosion
Posted by Niborius on Wed May 13th at 6:49am 2009
Posted by Niborius on Wed May 13th at 6:49am 2009
Riven, you're right. ffjakebrake actually solved my problem, it's not the way i wanted it to be, but there isn't any other way. So thanks alot ffjakebrake!
And yeah, it's starting to sound like an editing question, but i thought the editing forum was only for mapping.
And yeah, it's starting to sound like an editing question, but i thought the editing forum was only for mapping.
Re: HL2DM Annoying sound when killed by an explosion
Posted by Riven on Wed May 13th at 7:26am 2009

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Posted by Riven on Wed May 13th at 7:26am 2009
-Which is why it's called 'Source engine editing' now. It's for questions that deal with any kind of modding or editing of the engine itself or the tools used to make or edit the engine.
-Thread has been moved!
-Thread has been moved!
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Re: HL2DM Annoying sound when killed by an explosion
Posted by warlord on Fri May 15th at 6:39am 2009

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Posted by warlord on Fri May 15th at 6:39am 2009
seeing how jakebrake is currently the sites newest member and he has answered your question, it would seem that he registered this site just to help you.
nothing really importany about it i just thought it was neat.
concidering i hate having to register to all these different forums just to ask one question about thier product, he did it to answer one... kudos
nothing really importany about it i just thought it was neat.
concidering i hate having to register to all these different forums just to ask one question about thier product, he did it to answer one... kudos
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