3d floors seem to silence floor and ceiling movement of the sectors they are contained in (the "controlled sector", or "where the 3d floor renders in-game").
1. Make a sector with a ceiling or floor that will be lowered or raised.
2. Put a 3d floor in that sector.
3. Make a Sector_Setlink master sector that links the part of the accessible sector that is intended to move (the floor or the ceiling) to the matching part of the link master sector, and also links the floor and ceiling both of the 3d floor's control sector.
4. Silence the 3d floor control sector and the Sector_Setlink master sector because you don't want to hear sector movement sounds coming from outside the map, but instead want to hear them from the moving surface in the accessible sector.
5. Make sure the accessible moving sector has a set sound sequence.
In the attached demo, the left switch lowers the ceiling in the "real" sector and the floor and ceiling in the 3d floor.
I can't tell why this is happening:
- Does the presence of a 3d floor alone override the sound sequence of the accessible sector's moving parts?
- Is Sector_Setlink causing an inheritance of the silent sound sequence from the master to all sectors it is linked to? If so, I can't just not do that; I need the floors and ceilings synced so that obstructions don't break the moving parts apart -- the exact reason Sector_Setlink exists. Furthermore, Sector_Setlink's documentation does not indicate anything about inheritance of sector movement sound sequences, so this can't be called intended behavior.
To be clear, I'm not asking for 3d floors' movement sounds to be relocated into the place they're rendered. I can understand how that might be hard and also occasionally undesirable. I just don't want "real" floors being silenced by either the presence of 3d floors or Sector_Setlink.
3d floors silence floor/ceiling movement
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- vitriolicv
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3d floors silence floor/ceiling movement
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3dfloorsounds.wad
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Re: 3d floors silence floor/ceiling movement
Well, setting the Sound Sequence to Silence would produce no sound.
Spoiler:I would do the map like this example pwad
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3dfloor.wad
- my example
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