The following sounds have to be preregistered by the game (with the S_RegisterSound family of functions) - as most other sounds are already - to avoid them potentially freezing rendering (usually when they are 1st played after a boot of an OS) [shown with blank gaps on lag meter] [this occurs because disk is accessed during gameplay; that should be avoided]. It may be more apparent on certain systems only.
- All Radio audio
- sound/misc/kcaction.wav (a default sound)
- sound/player/ledgegrab.wav
- sound/surfaces/bullets/water1.wav (when you shoot water)
- sound/items/nvgoff.wav
- sound/items/nvgon.wav
- sound/items/flashlight.wav (a default sound used on items that don't have a 'use')
- sound/items/laseronoff.wav
- sound/weapons/beretta/92G_noammo.wav (heard a lot, the default out of ammo sound)
- sound/bomb/Bomb_disarm.wav
- sound/bomb/Explode01.wav (following 3 heard together on bomb explosion)
- sound/misc/blast_wind.wav
- sound/misc/blast_fire.wav
This was initially in another thread but I didn't know of the problem then firmly.
Method used to find what was not pre-cached is Ikalizer's verbose messaging. EDIT: can be also seen with fs_debug
An ugly workaround is in the .exe of my sig but it seems to work fine. (forces an S_RegisterSound for them client-side)
I'll edit the post if I find more.
This post has been edited by mitsubishi: 23 May 2010 - 04:34 PM