Vorpal Posted September 21, 2010 I can't figure this one out :-( I have two areas separated by an aqueduct of sorts, and I don't want all the enemies north of the aqueduct to wake up when the player is south of it. Thus have tried employing block sound flags to contain the sound, but everything still wakes up. Example 1: http://webpages.charter.net/bgspencer/design/example1.jpg These sectors highlighted in yellow, show the route that sound may use to travel through the aqueduct and into the north section. I'm sure that they are the only ones, because if I close them off by setting their height to 0, monsters will not awaken when south of the aqueduct. Example 2: http://webpages.charter.net/bgspencer/design/example2.jpg Therefore, since the sectors in Example 1 are the only ones involved in the path sound may take, I figure the way to proceed is to set the linedefs of those sectors as "Block Sound" - the ones I set are highlighted in yellow. But, it doesn't work. Everything still wakes up, what the hell? 0 Share this post Link to post
stewboy Posted September 21, 2010 Maybe you've merged a sector on one side of the block with one on the other side, so sound travels through anyway. 0 Share this post Link to post
Vorpal Posted September 21, 2010 They're all discrete sectors with unique numbers... is there anything else that might cause this problem? 0 Share this post Link to post
Use Posted September 21, 2010 A faulty blockmap can aggravate this issue iirc, try another nodebuilder, make sure to build reject tables too. 0 Share this post Link to post
andrewj Posted September 22, 2010 The block sound flag doesn't immediately block sound (as you'd expect), it requires TWO of them in the path of the sound to actually stop the sound waking up monsters. It's like the first line with block sound flag will diminish the "sound", and the second line diminishes it to zero (stopping it). 0 Share this post Link to post
Vorpal Posted September 22, 2010 andrewj said:The block sound flag doesn't immediately block sound (as you'd expect), it requires TWO of them in the path of the sound to actually stop the sound waking up monsters. Hm, I thought I did that. What's wrong with the way I've done it, are there not two block sound flags for each section? 0 Share this post Link to post
Searcher Posted September 22, 2010 Sometimes sound will travel around and back into an open window from far away. Try and be sure the main room you are trying to block sound from has no openings that do not have double sound block lines. and as mentioned the nodes rebuild may help as well. 0 Share this post Link to post
gggmork Posted September 22, 2010 A guess, but look at the middle one of the 5 sections (I'm assuming you meant green not yellow as the sound block lines).. On the middle one, the sound might go over the first horizontal block line then it might go over the verticle nonblock line thus making the '2 block lines in a row' not count before going over the last block line. If so, just add more block lines to the center so that can't happen if this makes sense. Like make those verticle ones block too might fix it. 0 Share this post Link to post
darkreaver Posted September 22, 2010 What about that small hallway (or whatever) to the south-east? I see there is a teleport destination (or player start) there. And the thin opening to the left of the aquaduct? Just noth-west of the human/imp? 0 Share this post Link to post
Vorpal Posted September 22, 2010 Use3d: Ok, will try to run rmb, was getting a runtime error earlier with it... guess I have to emulate it in dosbox haha. gggmork: Hmm yeah, though marking those vertical lines as "block sound" doesn't help. I don't think the block sound linedefs have to be "in a row" though, just as soon as a sound hits a total of 2 block sound linedefs anywhere, it stops traveling that route. darkreaver: to the east is separate unconnected areas of the map, and to the west the aqueduct is closed off with one sided impassable lines. 0 Share this post Link to post