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Extra sound channels are clientside only #3822
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This seems to be a common misunderstanding. They increased the global maximum amount of dynamic sounds that can be played concurrently, not the maximum number of per-entity channels. This limit originated from Quake: https://github.com/id-Software/Quake/blob/bf4ac424ce754894ac8f1dae6a3981954bc9852d/WinQuake/sound.h#L131-L137 Changing the per-entity limit would also change the size of network messages which changes the network protocol and can cause reliable channel overflows on busy servers. |
The Improvements for Mod Makers section of the Half-Life 25th anniversary update says that the maximum amount of sound channels has been increased to 32, however, this only works for clientside sounds. Serverside sounds using
EMIT_SOUND
for monsters and entities etc, are not able to utilise these extra channels and an attempt to use them results in an engine fatal error.The text was updated successfully, but these errors were encountered: