Team Fortress 2

Team Fortress 2

Drudgery
Chdata 4 Nov, 2016 @ 7:37am
total_channels == MAX_CHANNELS total_channels == MAX_CHANNELS
Hiya, this is a glitch that I believe happens if soundscapes are messed up in the map or something.

It prevents players from being able to hear their hitsounds and blocks sounds randomly in general (due to sound channels being used).





Or maybe it's the one related to huds, but I doubt you used hud text.

Would be cool if fixed.
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MEGAMIDDIE  [developer] 4 Nov, 2016 @ 10:43am 
I can't recreate this at all along with any of my other testers.

Can you give me a little information more, is it on every part of the map, some?

It looks like there's a bug on the source engine that means ambient sound is taking up sound channels from any range, even when unheard. I think the max sound channels is in the 100s, and I've only 10-15 on my map, but it could still possibly cause this issue rarely.

No problem, in next release I will clean up the sound so as to be created via one soundscape with locations. With this I should be able to bring the number of channels used down.

Until then, I can only advise that I've heard of people on csgo fixing this by swapping audio settings back and forth. Other than that perhaps clear sound cache (snd_reloadcache). Maybe it counts for something

Thank you for the report, you can expect a permanent fix on the next version. (beta 1)
Last edited by MEGAMIDDIE; 4 Nov, 2016 @ 10:44am
Chdata 4 Nov, 2016 @ 11:40am 
I've only had this problem with one other map before, I forget if it was soundscapes or ambient sounds so I ended up using stripper:source to remove anything that plays sound lol. (Which fixed it).

(I vaguely remember it was probably soundscapes).

Next time I play the map I'll try to figure out where it's happening.

Last edited by Chdata; 4 Nov, 2016 @ 11:42am
Chdata 4 Nov, 2016 @ 12:21pm 
http://imgur.com/a/EIgVC
http://pastebin.com/Pw9KEpG9

Seems to depend on how many players around, I don't get this kinda glitch on other maps though.
MEGAMIDDIE  [developer] 4 Nov, 2016 @ 3:50pm 
Alright np. Same as before, I'll clean it up to use a bit less. Thanks again, on beta it will be fixed for sure.
MEGAMIDDIE  [developer] 2 Dec, 2016 @ 9:49pm 
Alright. for this next release I've brought the ambient sounds down by about 60% - this should be the final before alpha ends. It should release tomorrow or day after, for a test day coming soon, please let me know if you still experience the issue.
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