This article's documentation is for Source 2. Click here for more information.

snd_event_param

From Valve Developer Community
Jump to: navigation, search

snd_event_param is a point entity available in Half-Life: Alyx Half-Life: Alyx. It is used to set a public parameter of a playing soundevent.

Entity description

The snd_event_param seems to be an entity devoted to changing the basic variables of an active snd_event_point or snd_event_alignedbox using the IO System.

Todo: Does it work with a soundscape as well?

A short list of variables used for many events are as follows.

  • volume
  • pitch
  • delay
  • use_hrtf
  • volume_falloff_min
  • volume_falloff_max
  • fade_in
  • fade_out

See Adding Sound for a full list.

Properties

Source 2 Transform:

Origin (origin) <coordinates>
The world space origin of the entity.
Angles (angles) <angles>
The pitch, yaw, roll orientation of the entity.
Scale (scales) <vector>
The x, y, z scales of the entity. Not all entities can use this.
Transform Locked (transform locked) <boolean>
Lock the transform at its current value, preveting the transform of the node from being modified.
Force Hidden (force hidden) <boolean>
Visually hides the entity from the viewports. The Outliner pane will still list hidden entities.
Editor Only (editor only) <boolean>
Entity is only displayed in Hammer and will not appear in game.
Name ([todo internal name (i)]) <string>
The name that other entities refer to this entity by.
Misc Entity Scripts ([todo internal name (i)]) <string>
Name(s) of script files that are executed after all entities have spawned.

Source 2 Hierarchy:
Parent (parentname) <targetname>
Specifies a movement parent. An entity will maintain its initial offset from its parent.
Parent Model Bone/Attachment Name (parentAttachmentName) <string>
The name of the bone or attachment to attach to on the entity's parent in the movement hierarchy. Use !bonemerge to use bone-merge style attachment.
Model Attachment position offset (local.origin) <coordinates>
Offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment angular offset (local.angles) <angles>
Angular offset in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Model Attachment scale (local.scales) <vector>
Scale in the local space of the parent model's attachment/bone to use in hierarchy. Not used if you are not using parent attachment.
Use Model Attachment Offset (useLocalOffset) <boolean>
Whether to respect the specified local offset when doing the initial hierarchical attachment to its parent.
Parameter Name ([todo internal name (i)]) <string>
Name of the parameter to set
Float Value ([todo internal name (i)]) <float>
Single float value to set on parameter.

Outputs

OnKilled
Fire when the entity is killed and removed from the game.
OnUser1
Fired in response to FireUser1 input
OnUser2
Fired in response to FireUser2 input
OnUser3
Fired in response to FireUser3 input
OnUser4
Fired in response to FireUser4 input

Inputs


AlyxTargetName:
RunScriptFile
Execute a VScript file from disk, without file extension. The script contents are merged with the script scope of the receiving entity.


RunScriptCode
Execute a string of VScript source code in the scope of the entity receiving the input. String quotation may be needed when fired via console.


CallScriptFunction
Execute a VScript function in the scope of the receiving entity.


CallPrivateScriptFunction
Execute a VScript function from this entity's private script scope


CallGlobalScriptFunction
Execute a VScript function from the global script scope


Kill
Removes this entity from the world.


KillHierarchy
Removes this entity and its children from the world.
Note.pngNote:Entities already remove orphaned children upon being removed, but this input removes all children on the same frame, being marginally faster than Kill.


AddOutput <string>
Adds a keyvalue/output to this entity. It can be potentially very dangerous, use with care.
KV Format: <key> <value>
I/O Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire, -1 means infinite>


FireUser1 to FireUser4
Fire the OnUser outputs; see User Inputs and Outputs.
SetParent
Changes the entity's parent in the movement hierarchy
SetParentAttachment
Changes this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
SetParentAttachmentMaintainOffset
Changes this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment. The entity will maintain it's position relative to the parent at the time it is attached.
ClearParent
Removes this entity from the movement hierarchy, leaving it free to move independently.
SetParamName
Set the name of the parameter to set on the soundevent.
SetFloatValue
Set the name of the sound event to play.
Note.pngNote:Probably a bad description
SetSoundEventGUID
Start the sound event using a snd_event_point and pass its guid output to this.

See also