********************************************
AK-47's weapon and ammo entities example map
********************************************

	ABOUT
*************

	I made this map to demonstrate how to use and correctly place
the env_sound entity.

	MAP INFO
****************

	This map is fairly more complex than my previous example maps,
but it shows off the env_sound entity quite well. I strongly suggest
that you compile and go through the map FIRST. Make sure to fire the
pistol in each of the environments, and note the change in the way it
sounds according to your surroundings. Then open the map in Worldcraft,
and check out the different entities. The only entities used were
light, item_suit, weapon_crowbar, weapon_9mmhandgun, ammo_9mmclip,
func_ladder, and of course, env_sound. There aren't any new entities
that me or Hellbringer haven't covered.

	ENTITY INFO/USAGE
*************************

	Env_sound is easy to set up, but tricky to place correctly.
All env_sound does is change the way sounds are handled in the game.
When you make an env_sound entity, there are only two keys you have to
worry about: RADIUS and ROOM TYPE. The RADIUS controls how many units
around the env_sound that it affects, from the center of the entity.
The ROOM TYPE is pretty self-explanatory, you just simply select what
kind of room the env_sound should simulate. For example, sounds made in
a room with a ROOM TYPE of 'concrete small' would have hardly any echo,
whereas sounds made in a room with a ROOM TYPE of 'canyon large' will
give off a very long echo.

	An env_sound entity can be placed anywhere you want, as long as
it appropriately affects the area you want it to. When the player
passes into the radius of an env_sound, it 'sticks' with him until he
enters the radius of another env_sound. That means that if there is
only one env_sound in a level, ane the player passes through it, it
will sound like the same environment through the whole level, even if
he leaves the radius of the original env_sound. 

	Two env_sound radii CAN intersect, and in that case the
env_sound closest to the player takes over.

                               *********
                               IMPORTANT
                               *********

	When you place an env_sound, it is CRUCIAL that it cannot 'see'
any other env_sounds. In other words, if you can draw a line from one
env_sound to another, and the line doesn't go through any walls, that
means they can 'see' each other. If they can, either move them so their
line of sight is interupted, or build the rooms differently so there
are walls between the two. ENV_SOUND CAN 'SEE' THROUGH ALL ENTITIES,
INCLUDING DOORS, WHETHER THEY ARE OPEN OR CLOSED. This means that
a func_door, func_wall, or any other entity will not stop an env_sound
from 'seeing' through it, whatever state it is in.

	FOR HELP...
*******************

	If you have any questions or problems, there are a couple
resources from which you can obtain answers. First check the level
department in Wavelength at:

http://www.planethalflife.com/wavelength/levels

Make sure to scour every page of the Levels Dept.
to find your answer, you probably will. But, If you can't find your
answer anywhere in there, then visit the Planet Half-Life editing 
forums at:

http://forums.planethalflife.com

-----------------------------------------------------------------------

Keep mapping, and may your env_sound endeavours be fulfilling :-)

AK-47
Levels Dept. Columnist, Wavelength Editing Site
(www.planethalflife.com/wavelength)