Linked sectors noise location?

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Enjay
 
 
Posts: 27306
Joined: Tue Jul 15, 2003 4:58 pm
Location: Scotland

Linked sectors noise location?

Post by Enjay »

Sector_SetLink can be used to make several sectors move as one. It's a very useful feature and allows complicated lifts and other multi-sector moving structures to be made and the sector floors/ceilings will stay firmly fixed in place relative to each other, even if the player (or something) blocks the movement of one part of the complex structure. (Which was something that was very easy to break before the feature was available.) However, there is one thing that I haven't figured out a way around, and I was wondering if there is a solution, or if it's merely something that has to be accepted?

The "problem" is where the sound of the moving sector comes from. i.e. the control/reference sector. Usually, this is a simple control sector that is out of the playable area of the map. The sectors that the player actually stands in move silently. This is a (minor) annoyance because, normally, when you stand on a moving platform the sound seems to come from all around your immediate area because it is centred on the one sector that you are standing on. However, when using linked sectors, you can tell that the sound is coming from somewhere off to the side in the direction of the control sector.

It is possible to minimise the effect by placing the control sector as close to the play sectors as possible, but it's still pretty easy to tell that the sound is not centred on the structure that you are standing on.

I've tried forcing it with sound sequence actors and sector properties, but that didn't work. Is there any way to improve on just putting the control sector close?

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