---QUOTATION--- If it's not from the mod I play then the Radar Bunker Level has one. There were zombies in the staircase part which i ONLY heard once I've gone through the dooframe leading to the staircase.
I always wondered why that wasn't included for all buildings - if you can really muffle sounds instead of turning them off omplete this would make Stalker alot more immersive in my opinion.
It would be even more awesome if you could change properties like reverb/ echo... oh the possibilities. ---END QUOTATION---
yep - you can, but to get the most out of it (as Daemonion can attest), you need to add more sound environments to the maps than use just the sporadic handful that were strewn about the vanilla maps. It's fairly time consuming to make changes to the .xr and then test them properly . . . IIRC, the SDK doesn't allow "on-the-fly" testing of any changes, and the "effects" need to match the visuals to be believable as well (which is where the vanilla environments are screwed up).
---QUOTATION--- that occ obj is a hom object.... simply copy it to soc sdk object library, and in level editor, bring up the obj library, find it, and in its properties change obj type from hom to som. ---END QUOTATION---
These are somewhat confusing me.
Do they need to be sealed cubes for them to work? I've tried making my own using the fake_occ object that dezoder talks about, but they don't have any effect whatsoever. If I paste the sound occluders in from l05_bar in the level I'm working withthough, they work fine... I guess I'd really have to make a proper model, huh?..