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	<id>https://wiki.thedarkmod.com/index.php?action=history&amp;feed=atom&amp;title=Controlling_Sound_Loss_Across_Portals</id>
	<title>Controlling Sound Loss Across Portals - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.thedarkmod.com/index.php?action=history&amp;feed=atom&amp;title=Controlling_Sound_Loss_Across_Portals"/>
	<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Controlling_Sound_Loss_Across_Portals&amp;action=history"/>
	<updated>2026-04-28T12:51:40Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.45.3</generator>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Controlling_Sound_Loss_Across_Portals&amp;diff=17112&amp;oldid=prev</id>
		<title>Grayman: /* Doors and Windows */</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Controlling_Sound_Loss_Across_Portals&amp;diff=17112&amp;oldid=prev"/>
		<updated>2013-08-02T12:48:36Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Doors and Windows&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:48, 2 August 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot;&gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;No longer. Now you can place this spawnarg on a see-through door that touches a visportal:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;No longer. Now you can place this spawnarg on a see-through door that touches a visportal:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &quot;transparent&quot; If set to 1 (0 by default), a see-through door can touch a visportal and the visportal won&#039;t close when the door is closed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &quot;transparent&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; &lt;/ins&gt;&quot;If set to 1 (0 by default), a see-through door can touch a visportal and the visportal won&#039;t close when the door is closed.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now that a window can be marked &amp;quot;transparent&amp;quot;, we can change the amount of sound occlusion through its portal when it&amp;#039;s open or closed. Closing the window doesn&amp;#039;t cut off the view through the window. Now sounds coming from our street-patrolling AI are muffled through a closed window, and have normal volume through an open window.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now that a window can be marked &amp;quot;transparent&amp;quot;, we can change the amount of sound occlusion through its portal when it&amp;#039;s open or closed. Closing the window doesn&amp;#039;t cut off the view through the window. Now sounds coming from our street-patrolling AI are muffled through a closed window, and have normal volume through an open window.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Grayman</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Controlling_Sound_Loss_Across_Portals&amp;diff=17111&amp;oldid=prev</id>
		<title>Grayman: /* Doors and Windows */</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Controlling_Sound_Loss_Across_Portals&amp;diff=17111&amp;oldid=prev"/>
		<updated>2013-08-02T12:47:36Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Doors and Windows&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 12:47, 2 August 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l31&quot;&gt;Line 31:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 31:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;No longer. Now you can place this spawnarg on a see-through door that touches a visportal:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;No longer. Now you can place this spawnarg on a see-through door that touches a visportal:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &quot;transparent&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot; &lt;/del&gt;&quot;If set to 1 (0 by default), a see-through door can touch a visportal and the visportal won&#039;t close when the door is closed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &quot;transparent&quot; If set to 1 (0 by default), a see-through door can touch a visportal and the visportal won&#039;t close when the door is closed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now that a window can be marked &amp;quot;transparent&amp;quot;, we can change the amount of sound occlusion through its portal when it&amp;#039;s open or closed. Closing the window doesn&amp;#039;t cut off the view through the window. Now sounds coming from our street-patrolling AI are muffled through a closed window, and have normal volume through an open window.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now that a window can be marked &amp;quot;transparent&amp;quot;, we can change the amount of sound occlusion through its portal when it&amp;#039;s open or closed. Closing the window doesn&amp;#039;t cut off the view through the window. Now sounds coming from our street-patrolling AI are muffled through a closed window, and have normal volume through an open window.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Grayman</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Controlling_Sound_Loss_Across_Portals&amp;diff=16708&amp;oldid=prev</id>
		<title>Grayman: /* Doors and Windows */</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Controlling_Sound_Loss_Across_Portals&amp;diff=16708&amp;oldid=prev"/>
		<updated>2013-05-09T20:40:11Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Doors and Windows&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:40, 9 May 2013&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l33&quot;&gt;Line 33:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 33:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;quot;transparent&amp;quot; &amp;quot;If set to 1 (0 by default), a see-through door can touch a visportal and the visportal won&amp;#039;t close when the door is closed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;* &amp;quot;transparent&amp;quot; &amp;quot;If set to 1 (0 by default), a see-through door can touch a visportal and the visportal won&amp;#039;t close when the door is closed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now that a window can be marked &quot;transparent&quot;, we can change the amount of sound occlusion through its portal when it&#039;s open or closed. Closing the window doesn&#039;t cut off the view through the window. Now sounds coming from our street-patrolling AI are muffled through a closed window, and normal volume through an open window.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Now that a window can be marked &quot;transparent&quot;, we can change the amount of sound occlusion through its portal when it&#039;s open or closed. Closing the window doesn&#039;t cut off the view through the window. Now sounds coming from our street-patrolling AI are muffled through a closed window, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/ins&gt;normal volume through an open window.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==info_locationSeparator==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==info_locationSeparator==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Grayman</name></author>
	</entry>
	<entry>
		<id>https://wiki.thedarkmod.com/index.php?title=Controlling_Sound_Loss_Across_Portals&amp;diff=16707&amp;oldid=prev</id>
		<title>Grayman: Created page with &quot;&#039;&#039;Submitted by grayman.&#039;&#039;  ==Overview==  {{red|Note: This page describes functionality available in TDM 2.00.}}  We can control how sound loses volume (occludes) across a port...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.thedarkmod.com/index.php?title=Controlling_Sound_Loss_Across_Portals&amp;diff=16707&amp;oldid=prev"/>
		<updated>2013-05-09T20:32:42Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;#039;&amp;#039;Submitted by grayman.&amp;#039;&amp;#039;  ==Overview==  {{red|Note: This page describes functionality available in TDM 2.00.}}  We can control how sound loses volume (occludes) across a port...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;#039;&amp;#039;Submitted by grayman.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
==Overview==&lt;br /&gt;
&lt;br /&gt;
{{red|Note: This page describes functionality available in TDM 2.00.}}&lt;br /&gt;
&lt;br /&gt;
We can control how sound loses volume (occludes) across a portal (door, window, etc.) by using spawnargs on certain entities (doors, &amp;#039;&amp;#039;info_locationSeparators&amp;#039;&amp;#039;) touching that portal.&lt;br /&gt;
&lt;br /&gt;
In TDM revisions prior to 2.00, these spawnargs were only used to occlude sounds propagated to AI. Occlusion of a Player-heard sound across a portal had only two settings: occlusion when the portal was open, and occlusion when the portal was closed.&lt;br /&gt;
&lt;br /&gt;
This led to odd situations. For example, if the Player was in a building, and looking through a window at AI patrolling in the street outside, there was no sound occlusion, because the window&amp;#039;s portal was open. (It had to be, otherwise the Player wouldn&amp;#039;t see through the window.) So patrolling AI sounded like they were right in the room with the Player.&lt;br /&gt;
&lt;br /&gt;
In Rev. 2.00, we&amp;#039;ve made changes to eliminate this type of odd situation. Now, visportals can occlude sound separately from whether they block the view through them.&lt;br /&gt;
&lt;br /&gt;
==Doors and Windows==&lt;br /&gt;
&lt;br /&gt;
The sound-occluding objects we&amp;#039;re most familiar with are doors and windows. Windows are just see-through doors. For the purpose of this discussion, I&amp;#039;ll refer to them both as &amp;quot;doors&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
These spawnargs can be used to control sound occlusion on doors:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;loss_closed&amp;quot; &amp;quot;Acoustical loss applied to sounds going through the door when it is completely closed (default 10 dB)&amp;quot;&lt;br /&gt;
* &amp;quot;loss_open&amp;quot; &amp;quot;Acoustical loss applied to sounds going through the door when it is open (default 1 dB)&amp;quot;&lt;br /&gt;
* &amp;quot;loss_double_open&amp;quot; &amp;quot;Acoustical loss applied to sounds going through a set of double doors when one is open and the other is closed (default 1 dB)&amp;quot;&lt;br /&gt;
&lt;br /&gt;
These values are used for both propagated sounds (the sounds that AI &amp;quot;hear&amp;quot;) and Player-heard sounds.&lt;br /&gt;
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As a door opens, any sound coming through it at the time will experience an occlusion ramp from &amp;quot;loss_closed&amp;quot; to &amp;quot;loss_open&amp;quot;. This means the sound gets louder as the door opens and softer as the door closes.&lt;br /&gt;
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It used to be that visportals needed to be kept from touching see-through doors, since closing a touching door closed the portal, cutting off the view through the door.&lt;br /&gt;
&lt;br /&gt;
No longer. Now you can place this spawnarg on a see-through door that touches a visportal:&lt;br /&gt;
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* &amp;quot;transparent&amp;quot; &amp;quot;If set to 1 (0 by default), a see-through door can touch a visportal and the visportal won&amp;#039;t close when the door is closed.&lt;br /&gt;
&lt;br /&gt;
Now that a window can be marked &amp;quot;transparent&amp;quot;, we can change the amount of sound occlusion through its portal when it&amp;#039;s open or closed. Closing the window doesn&amp;#039;t cut off the view through the window. Now sounds coming from our street-patrolling AI are muffled through a closed window, and normal volume through an open window.&lt;br /&gt;
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==info_locationSeparator==&lt;br /&gt;
&lt;br /&gt;
We use an &amp;#039;&amp;#039;info_locationSeparator&amp;#039;&amp;#039; on a portal to mark the boundary between two location zones. These spawnargs on the separator are available to control sound occlusion across the portal:&lt;br /&gt;
&lt;br /&gt;
* &amp;quot;sound_loss&amp;quot; &amp;quot;Loss incurred when a sound travels through this portal. Cumulative with door loss if a door is present.&amp;quot;&lt;br /&gt;
* &amp;quot;apply_loss_to_AI&amp;quot; &amp;quot;Apply (1) or don&amp;#039;t apply (0) sound loss to propagated sounds. Default is 1.&amp;quot;&lt;br /&gt;
* &amp;quot;apply_loss_to_Player&amp;quot; &amp;quot;Apply (1) or don&amp;#039;t apply (0) sound loss to what the Player hears. Default is 1.&amp;quot;&lt;br /&gt;
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Sound occlusion across a portal can be made to be AI- or Player-specific. This lets you differ what the Player hears compared to what the AI hear.&lt;br /&gt;
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Sound occlusion controlled by a separator is independent of whether the portal is open or closed. This lets us control the sound volume coming through a small opening that has no door on it. &lt;br /&gt;
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As the second sentence in the &amp;#039;&amp;#039;&amp;#039;sound_loss&amp;#039;&amp;#039;&amp;#039; description suggests, a separator&amp;#039;s sound occlusion is &amp;#039;&amp;#039;added&amp;#039;&amp;#039; to a door&amp;#039;s sound occlusion on the same portal. This lets us define a base occlusion on the door, and any extra occlusion--depending on how the door is being used--on a separator.&lt;br /&gt;
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==info_portalSettings==&lt;br /&gt;
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This is a new entity that acts like a separator, but doesn&amp;#039;t mark the boundary of a location zone. It provides the same sound occlusion behavior as a separator, using the same spawnargs. Use these on portals &amp;#039;&amp;#039;inside&amp;#039;&amp;#039; a location zone.&lt;br /&gt;
&lt;br /&gt;
==Script Access to Occlusion==&lt;br /&gt;
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If you want to adjust a portal&amp;#039;s sound occlusion from a script, you can use these routines on the sys object:&lt;br /&gt;
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 void    setPortSoundLoss( float handle, float value ) (Sets &amp;#039;&amp;#039;&amp;#039;sound_loss&amp;#039;&amp;#039;&amp;#039; for both AI and the Player)&lt;br /&gt;
 float   getPortSoundLoss( float handle ) (Gets &amp;#039;&amp;#039;&amp;#039;sound_loss&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
 void    setPortAISoundLoss( float handle, float value) (Sets AI-only &amp;#039;&amp;#039;&amp;#039;sound_loss&amp;#039;&amp;#039;&amp;#039; w/o affecting any Player-only &amp;#039;&amp;#039;&amp;#039;sound_loss&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
 void    setPortPlayerSoundLoss( float handle, float value) (Sets Player-only &amp;#039;&amp;#039;&amp;#039;sound_loss&amp;#039;&amp;#039;&amp;#039; w/o affecting any AI-only &amp;#039;&amp;#039;&amp;#039;sound_loss&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
 float   getPortAISoundLoss( float handle ) (Gets AI-only &amp;#039;&amp;#039;&amp;#039;sound_loss&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
 float   getPortPlayerSoundLoss( float handle ) (Gets Player-only &amp;#039;&amp;#039;&amp;#039;sound_loss&amp;#039;&amp;#039;&amp;#039;)&lt;br /&gt;
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&amp;quot;handle&amp;quot; is the portal number, which you can obtain by querying an &amp;#039;&amp;#039;info_locationSeparator&amp;#039;&amp;#039; or &amp;#039;&amp;#039;info_portalSettings&amp;#039;&amp;#039; touching the portal:&lt;br /&gt;
&lt;br /&gt;
 float handle = $NameOfTouchingEntity.getPortalHandle();&lt;br /&gt;
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{{editing}}&lt;br /&gt;
{{sound}}&lt;/div&gt;</summary>
		<author><name>Grayman</name></author>
	</entry>
</feed>