Sound Troubles

Sound Troubles

Re: Sound Troubles Posted by Bobv on Tue Feb 15th 2005 at 9:32pm
Bobv
198 posts
Posted 2005-02-15 9:32pm
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
I'm not even sure if this is the right forum to post in but im hoping to find an answer

Here's my problem -

I have a couple entities in my map that are supposed to emit sounds.
When i do /map [mapname] to test the map i can hear the sounds
perfectly, but when i put up a server for others (and me) to play, no
sound! WTF? anyone else have this problem? anyone know how to fix it?
Am i overlooking something, like a server variable?
Re: Sound Troubles Posted by satchmo on Tue Feb 15th 2005 at 9:36pm
satchmo
2077 posts
Posted 2005-02-15 9:36pm
satchmo
member
2077 posts 1809 snarkmarks Registered: Nov 24th 2004 Occupation: pediatrician Location: Los Angeles, U.S.
Did you use ambient sound or env_soundscape?
Re: Sound Troubles Posted by Bobv on Tue Feb 15th 2005 at 9:52pm
Bobv
198 posts
Posted 2005-02-15 9:52pm
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
Did you use ambient sound or env_soundscape?
These are two func_trains and a func_rotating that are making the
sounds, and they can be heard when im playing solo but not when i host
dedicated server
Re: Sound Troubles Posted by omegaslayer on Tue Feb 15th 2005 at 11:20pm
omegaslayer
2481 posts
Posted 2005-02-15 11:20pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Use ambient_generic, problems arise when you use trains in multiplayer.
Re: Sound Troubles Posted by Bobv on Wed Feb 16th 2005 at 12:13am
Bobv
198 posts
Posted 2005-02-16 12:13am
Bobv
member
198 posts 40 snarkmarks Registered: Jan 9th 2005 Occupation: n/a Location: USA
oky ill try that
Re: Sound Troubles Posted by pig Popper on Mon Oct 29th 2007 at 5:35pm
pig Popper
23 posts
Posted 2007-10-29 5:35pm
23 posts 957 snarkmarks Registered: Apr 23rd 2007 Occupation: Pig Fancier Location: UK
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Hi all i am havinbg a problem with some generic_ambients

i have a button that triggers 1 generic_ambient
Sound name: NPC_CombineDropship.DescendingWarningLoop
Flags: starts silent, plays everywhere

Outputs of the button
User posted image

another on a door trigger to start and stop
Sound Name: combine.sheild_touch
Flags: starts silent,

input of 1 doorway
User posted image

input of all doorways combined
User posted image
ITS ALOT INIT!

and 2 more that play everywhere
Sound Name: d3_citadel.combine_ball_field_loop2
Flags: starts silent, plays everywhere

As the chap above, they work when i test the map but when i add the to my server they do not make any sound.

fyi its on rotation here 217.163.30.215:27015 Map name is dm_HMP_b1

Im lost, please help me

Ta Pp

Here is the compile log

** Executing...
** Command: "c:\program files\steam\steamapps\pigpopper\sourcesdk\bin\vbsp.exe"
** Parameters: -game "c:\program files\steam\steamapps\pigpopper\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\SteamApps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1"

Valve Software - vbsp.exe (Dec 11 2006)
2 threads
materialPath: c:\program files\steam\steamapps\pigpopper\half-life 2 deathmatch\hl2mp\materials
Loading C:\Program Files\Steam\SteamApps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1.vmf
fixing up env_cubemap materials on brush sides...
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (0)
ProcessBlock_Thread: 0...1...2...3...4...5...6...7...8...9...10 (1)
Processing areas...done (0)
Building Faces...done (0)
Chop Details...done (0)
Find Visible Detail Sides...
Merged 1952 detail faces...done (0)
Merging details...done (1)
FixTjuncs...
PruneNodes...
WriteBSP...
done (0)
writing C:\Program Files\Steam\SteamApps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1.prt...done (0)
Creating default cubemaps for env_cubemap using skybox materials:
skybox/sky_borealis01*.vmt
Run buildcubemaps in the engine to get the correct cube maps.

No such variable "$hdrbasetexture" for material "skybox/sky_borealis01rt"
Can't load skybox file skybox/sky_borealis01 to build the default cubemap!
Finding displacement neighbors...
Finding lightmap sample positions...
Displacement Alpha : 0...1...2...3...4...5...6...7...8...9...10
Building Physics collision data...
done (1) (988740 bytes)
Placing detail props : 0...1...2...3...4...5...6...7...8...9...10
Compacting texture/material tables...
Reduced 7916 texinfos to 3962
Reduced 113 texdatas to 99 (4786 bytes to 4379)
Writing C:\Program Files\Steam\SteamApps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\pigpopper\sourcesdk\bin\vvis.exe"
** Parameters: -game "c:\program files\steam\steamapps\pigpopper\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\SteamApps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1"

Valve Software - vvis.exe (May 22 2006)
2 threads
reading c:\program files\steam\steamapps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1.bsp
reading c:\program files\steam\steamapps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1.prt
359 portalclusters
886 numportals
BasePortalVis: 0...1...2...3...4...5...6...7...8...9...10 (0)
PortalFlow: 0...1...2...3...4...5...6...7...8...9...10 (7)
Optimized: 599 visible clusters (0.00%)
Total clusters visible: 79200
Average clusters visible: 220
Building PAS...
Average clusters audible: 351
visdatasize:34655 compressed from 34464
writing c:\program files\steam\steamapps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1.bsp
7 seconds elapsed

** Executing...
** Command: "c:\program files\steam\steamapps\pigpopper\sourcesdk\bin\vrad.exe"
** Parameters: -game "c:\program files\steam\steamapps\pigpopper\half-life 2 deathmatch\hl2mp" "C:\Program Files\Steam\SteamApps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1"

Valve Software - vrad.exe SSE (May 22 2006)
----- Radiosity Simulator ----
2 threads
[Reading texlights from 'lights.rad']
[45 texlights parsed from 'lights.rad']

Loading c:\program files\steam\steamapps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1.bsp
9875 faces
28 degenerate faces
323851 square feet [46634656.00 square inches]
3 displacements
974 square feet [140336.34 square inches]
9847 patches before subdivision
38048 patches after subdivision
108 direct lights
BuildFacelights: 0...1...2...3...4...5...6...7...8...9...10 (147)
BuildVisLeafs: 0...1...2...3...4...5...6...7...8...9...10 (141)
transfers 7233243, max 1393
transfer lists: 55.2 megs
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #1 added RGB(144391, 133474, 121897)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #2 added RGB(37287, 30170, 23595)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #3 added RGB(9939, 7084, 4776)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #4 added RGB(2661, 1671, 977)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #5 added RGB(721, 399, 203)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #6 added RGB(196, 96, 43)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #7 added RGB(54, 23, 9)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #8 added RGB(15, 6, 2)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (1)
Bounce #9 added RGB(4, 1, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #10 added RGB(1, 0, 0)
GatherLight: 0...1...2...3...4...5...6...7...8...9...10 (0)
Bounce #11 added RGB(0, 0, 0)
Build Patch/Sample Hash Table(s).....Done<0.0195 sec>
FinalLightFace: 0...1...2...3...4...5...6...7...8...9...10 (1)
FinalLightFace Done
0 of 0 (0% of) surface lights went in leaf ambient cubes.
ComputePerLeafAmbientLighting: 0...1...2...3...4...5...6...7...8...9...10
Ready to Finish

Object names Objects/Maxobjs Memory / Maxmem Fullness
------------ --------------- --------------- --------
models 176/1024 8448/49152 (17.2%)
brushes 2562/8192 30744/98304 (31.3%)
brushsides 21098/65536 168784/524288 (32.2%)
planes 12142/65536 242840/1310720 (18.5%)
vertexes 17723/65536 212676/786432 (27.0%)
nodes 1861/65536 59552/2097152 ( 2.8%)
texinfos 3962/12288 285264/884736 (32.2%)
texdata 99/2048 3168/65536 ( 4.8%)
dispinfos 3/0 528/0 ( 0.0%)
disp_verts 75/0 1500/0 ( 0.0%)
disp_tris 96/0 192/0 ( 0.0%)
disp_lmsamples 3540/0 3540/0 ( 0.0%)
faces 9875/65536 553000/3670016 (15.1%)
hdr faces 0/65536 0/3670016 ( 0.0%)
origfaces 8328/65536 466368/3670016 (12.7%)
leaves 2038/65536 65216/2097152 ( 3.1%)
leaffaces 11169/65536 22338/131072 (17.0%)
leafbrushes 3383/65536 6766/131072 ( 5.2%)
areas 2/256 16/2048 ( 0.8%)
surfedges 82342/512000 329368/2048000 (16.1%)
edges 53254/256000 213016/1024000 (20.8%)
LDR worldlights 108/8192 9504/720896 ( 1.3%)
HDR worldlights 0/8192 0/720896 ( 0.0%)
waterstrips 1446/32768 14460/327680 ( 4.4%)
waterverts 0/65536 0/786432 ( 0.0%)
waterindices 27582/65536 55164/131072 (42.1%)
cubemapsamples 14/1024 224/16384 ( 1.4%)
overlays 0/512 0/180224 ( 0.0%)
LDR lightdata [variable] 2170112/0 ( 0.0%)
HDR lightdata [variable] 0/0 ( 0.0%)
visdata [variable] 34655/16777216 ( 0.2%)
entdata [variable] 130977/393216 (33.3%)
LDR leaf ambient 2038/65536 48912/1572864 ( 3.1%)
HDR leaf ambient 0/65536 0/1572864 ( 0.0%)
occluders 0/0 0/0 ( 0.0%)
occluder polygons 0/0 0/0 ( 0.0%)
occluder vert ind 0/0 0/0 ( 0.0%)
detail props [variable] 1/12 ( 8.3%)
static props [variable] 1/17228 ( 0.0%)
pakfile [variable] 173200/0 ( 0.0%)

Level flags = 0

Win32 Specific Data:
physics [variable] 988740/4194304 (23.6%)

Total Win32 BSP file data space used: 6299274 bytes

Total triangle count: 28833
Writing c:\program files\steam\steamapps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1.bsp
4 minutes, 56 seconds elapsed

** Executing...
** Command: Copy File
** Parameters: "C:\Program Files\Steam\SteamApps\pigpopper\sourcesdk_content\hl2mp\mapsrc\dm_HMP_b1.bsp" "c:\program files\steam\steamapps\pigpopper\half-life 2 deathmatch\hl2mp\maps\dm_HMP_b1.bsp"
http://aworkingpig.org
Re: Sound Troubles Posted by reaper47 on Mon Oct 29th 2007 at 8:07pm
reaper47
2827 posts
Posted 2007-10-29 8:07pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
That's quite an old problem. In CSS that ambient_generics get disabled every round, same for zombie master. The good thing is, I'm sure there are many pages of workarounds already written.

I could think of a few hacks but instead of spamming random ideas, I suggest a bit off googling. It has something to do with re-initializing the sound entities with some input. Or using other dummy-entities instead of ambient_generics. See? I don't have the slightest idea. :biggrin:

But I'm quite sure there's a semi-popular way of fixing this.
Why snark works.
Re: Sound Troubles Posted by omegaslayer on Mon Oct 29th 2007 at 11:32pm
omegaslayer
2481 posts
Posted 2007-10-29 11:32pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
don't you need the .wav at the end of the sound file? Because me thinks its having trouble accessing: Sound name: NPC_CombineDropship.DescendingWarningLoop because if the first period in the file name. Also isn't that a format for sound scapes?

Does the console (~) in game say anything when you try to play this sound?
Posting And You