CSP gets GoldSrc sound spatialisation
The CSPromod team have figured out a way to enable GoldSrc spatialisation in CSPromod, revealing it will be available in the upcoming 1.09 release.
GoldSrc, or Goldsource, is a heavily modified version of the Quake engine that Counter-Strike 1.6 runs on and is the predecessor of the Source engine, which games like CS: Source operate on.
CSPromod runs on the Source engine, but the sound spatialisation has been based on how the GoldScr engine calculates sound volumes instead of it works in the Counter-Strike: Source game.
This does, however, not mean the sound spatialisation has been exactly like that of Counter-Strike 1.6 and the GoldSrc engine. The CSPromod development team have now caught a break, though.
The developers have found a way to replicate the sound spatialisation used in the GoldSrc engine. Put simply, this means
the sounds in CSPromod will behave just like in Counter-Strike 1.6.
And that is basically what sound spatialisation is. Essentially, it is the way that a player perceives a sound depending on where the sound had to travel from.
For example, if a player fires a gun, but the sound generated by the shot has to travel through two walls, it will sound different than if you have a clear sight of the gunshot.
In the Source engine, the sound volume is modified based on a complex curve. This curve is generated from what objects are between your ear and the sound source and many factors.
This weekend has also played host for the planned Deathmatch mode feature and the public has been able to get a preview of what changes are to come in the upcoming 1.09 release.
Contacted by HLTV.org, CSPromod programmer Saul "Saul" Rennison revealed that the new sound spatialisation will be available in the 1.09 release, whenever that may be.
Questioned about how the weekend has been in terms of the testing of the Deathmatch mode, Rennison said the following:
"It's been a good chance to gather feedback on the community as we've been working. Considering CSDM was never an official gamemode, it was helpful to see how players felt about the deathmatch gamemode, and our implementation of it as a whole.
The team would love to hear from anybody with feedback (especially the pros) about what they think too. Unlike Valve, we're driven by community feedback."
As Rennison noted, players who took part in the weekend testing are encouraged to give their feedback about both the Deathmatch mode and the game itself.
This can be done by heading over to the CSPromod forums or through the feedback post we did on HLTV.org, which can be found by clicking here.

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