Originally Posted by Sreaper
Can you please elaborate on what these two sentences mean? I don't really understand it.
"[...] the client-side issue where the game can't determine which search path a sound came from."
Maps can have sounds packed into them. For maps downloaded via fastdl, the game can read the sound files without issues, but the game is currently unable to do the same on Workshop maps. This is a prominent issue with Various Artists (KOTH)
-- there is supposed to be background ambient music when the point is captured by either team, which doesn't play at all with the Workshop version.
"Certain game sound overrides are only applied on the client-side [...]"
Some game sounds are emitted on the server (things you can catch with AddNormalSoundHook
), others are done on the client (e.g., their own weapons).
What this plugin does is inject the Workshop map's sound override on the server, so when the server wants to play a game sound
, it finds and uses the override entries, then tells the client to play that particular sample.
The game client does not have those overrides installed, and so for sounds they play themselves (i.e., not received from the server), they'll do their lookup and use whatever the sound normally is. The main example I have of this on-hand is Sacrifice (Arena)
, where the intelligence pickup / drop cue is played on the client (as mentioned in the initial post). The map has a sound override where that sound is suppressed and doesn't play, but on the Workshop version you'll hear it normally.
I think Skirmish (Payload)
has issues on both kinds, but I haven't checked since before I wrote this plugin to do a proper comparison.
Both of these are client-side problems, so they depend on Valve doing work and updating the client. I've reported it on their bug tracker.
Not like it'll do much, though (might have better luck if I sent in a resume and worked on TF2 to fix it myself).