Project Dark Fox wrote:It takes two "layers" of Block Sound lines to stop sound. That way monsters can funnel in from smallish areas instead of in just the small local area.
Facing doesn't matter.
To try and give a clarifying visual...
Think about a Doom map which is maybe a collection of rooms, with each hallway connecting rooms being completely sealed with a single Block Sound line. The reason it takes 2 lines to completely block a sound is because now this gives you some flexibility: when you make a monster alertable noise, it will wake all the monsters in your room
and the immediate neighbor rooms but no further. In other words, the Block Sound flag on a line is used to delineate the map into sound "zones" and noise in any given zone will wake monsters in that zone and every neighboring zone.
This also avoids funny little issues like being able to walk right up next to a monster facing away from you and no waking him up when you blast away with your firearms into the open air just because he's on the other side of a Block Sound line.
This means if you want a spot that definitively stops sound, always, there's two simple ways to do it: 1) Zero height sector (a sound doesn't pass through a closed door, for instance), 2) just put two Block Sound lines right in a row.