The Yellow sphere shows the maximum distance an ambient_generic's sound will carry, with the small radius flag checkmarked.
This example can possibly be useful if you want to SEE exactly where a sound will be heard and where it will not. Simply center the sphere around your ambient_generic entity.
Mostly, i just built this time-wasting, trying to help out instant mix. I hope someone can find a use for it! =)
UPDATE: burying the ambient_generic straight-down 400 units in solid worldbrush(408 for me) will give the desired 32-unig radius. Thanks Stojkens for the idea! =)
This is semi-exciting, now knowing that brushwork "muffles" sound, one could, if they were so inclined, test out hollow boxes and also entity brushes, and test how efficient each are at muffling ambient generics.
Note: The white DEVELOPMENT texture used is by Rimrook, and the multicolor CT_DEV textures from my 3D palette are based on that same texture by Rim.
Thanks for the comments i'll see about adding the other sizes and testing wut stojkens said about burying the ambient_generic underground. ALSO, wouldn't that be interesting if you could muffle sounds using brushes? =}
And ya doggybag, is just kept raising the entity until i couldn't hear it anymore, and then lowered it just enough to make the 32 unit radius. The "small" radius was WAY bigger than i expected! =)
Anyone know how to fix the volume so it's constant from beginning to end, and doesn't start quiet when you first enter sound's the radius?