Kelsey
Kelsey
Not sure if this is fixable, I think we determined at one point that packed soundscripts just don't work for the joining player in coop.
This is actually fixable, you need to run `cl_soundemitter_flush` on the joining player's client. It's nothing to do with the dynamic music like TeamSpen thought.
Isn't it currently being run through a servercommand, since it's `sv_`?
`point_clientcommand` runs for the `!activator` only
Yeah this issue happens just by having BEE installed and trying to use Hammer. Also, exporting BEE maps to Hammer is still a supported feature, even if it's one that...
Were you having this issue with the Mel music? In that case, this may not be an issue with BEE at all - a bunch of the Mel funnel tracks...
I don't know of any other funnel tracks that are supposed to sync, besides possibly some custom music.
I noticed that in my later testing, that would be a problem on BEE2's end. The problem is that setting a sound to 0 volume pauses it instead of muting...
For my method, Valve provides a pre-made operator stack to start a sound playing in sync with another, which I figured we could use. Your method might also work, that's...
Either way, both tracks need to be the same length for the syncing to work so we'll still need to edit the Mel funnel music.