ambient_generic
ambient_generic
is a point entity available in all Source games.
Class hierarchy |
---|
CAmbientGeneric |
sound.cpp
|
This entity plays a sound, either once or on loop and either from a location in the world or globally. Use it to play and control a soundscript sound, a raw WAV, MP3, OGG, or FLAC sample, or a scripted_sentence
.
Bugs/Limitations
Tip:This entity can be parented if the
parentname
keyvalue or SetParent
input is used, even though they aren't listed in the FGD.Bug:The
ambient_generic
will not update its position while the sound is playing if it is parented. [todo tested in?]Workaround:Use SourceEntityName
Bug:
ambient_generic
s used to play looping sounds in Counter-Strike: Source must be activated with a logic_auto
, or they will stop playing once the first round starts. [todo tested in?]Bug:Killing this entity while a looped sound is playing will make it play forever for the entire map duration. This also may cause looping sounds to stack up and eventually overflow the sound limit (detailed below), even if they aren't audible. [todo tested in?]
Code Fix:Problems with sounds being unstoppable can be avoided by adding this C++ code to your mod.
Bug:Looping sounds might become attached to certain players when they are not supposed to. E.g., if you are away from a sound, and a player near the sound dies and then spectates you, the sound may become attached to you. The exact consistency/behavior of this bug is still unknown. [todo tested in?]
Bug:Too many
ambient_generic
s playing at once will cause the sound engine to become corrupted globally and potentially cause extreme lag! This occurs if the internal entity sound limit of 64 (32 in ) is hit. Due to another bug, ambient_generic
s still "play" when outside the maximum distance, even if not audible to the client. [todo tested in?]Workaround:Use
env_soundscape
s (which count towards a different static limit of 64) where possible and forcefully disable any sounds that aren't necessary to play yet. The amount of sounds currently playing can be visualized with the snd_show
command.Bug:Looping sounds using LFO cannot be stopped via the
StopSound
input. [todo tested in?]Note:The behavior of sound is different for mono and stereo. Stereo sounds only fade in and out (they are already using surrounding information built into them). Mono sounds are processed by the audio engine to sound like they are coming from a specific position. These behaviors can be overridden by using Sound Characters.
Warning:Using the Soundscript name of a sound, as opposed to its "raw" audio file, will apply all the soundscript settings.
Example: In Left 4 Dead 2, the soundscript of
Example: In Left 4 Dead 2, the soundscript of
dlc.Generator_start_run_loop
is set to play everywhere but at lower volume even if "Play everywhere" is not set. But using its raw sound Generator_start_run_loop.wav
works as intended.Keyvalues
- Sound Name
(message)
<string> - The soundscript name of, or direct path to (relative to
<moddir>/sounds/
), the sound to play. Forscripted_sentence
s, type "!" followed by the sentence name. (Example: !COMBINE_THROW_GRENADE4)Note:Playing music without a soundscript is not recommended due to a bug with the Play Everywhere flag.[Why?]Note:Using any sound characters in a direct path is, in a way, a soundscript. - Max Audible Distance
(radius)
<float> - Maximum distance in units at which the sound plays for a client.Bug:The sound still actually plays outside the distance. [todo tested in?]Note:Volume fades to nothing as the player approaches this distance, which can make it seem as if the sound stops playing too early.Note:Determines the soundlevel for raw sounds. Soundlevel is
SNDLVL_70dB
at the default value of 1250. - SourceEntityName
(SourceEntityName)
<targetname> - If specified, the sound will play from this entity instead of the
ambient_generic
. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lip-sync to it.Bug:If theambient_generic
isKill
ed, the sound will play at the origin of the map (at 0,0,0). [todo tested in?]Bug:The entity must be spawned at map start, or else the sound will play at the location of theambient_generic
. [todo tested in?]Bug:UsingAddOutput
to assign theSourceEntityName
after the entity spawns does not work. [todo tested in?]Bug:Multipleambient_generic
s won't stack on the same entity. [todo tested in?]Note:Anambient_generic
will only play from a single entity. If there are multiple entities with the same target name, the sound will only play from the first one it finds. - Volume
(health)
<integer 0–10> - How loud to play the sound. 0 is silent and 10 is normal. Default is 10.Tip:This keyvalue doesn't allow decimals, but the
Volume
input does.Tip:Sounds may be hard to hear even at full volume. Naming custom sounds according to the soundmixer can be used to make them naturally louder (or quieter).Bug:The sound does not play at all if the volume is 0. [todo tested in?] - Start Volume
(volstart)
<integer 0–10> - Fade in time in seconds
(fadeinsecs)
<integer 0–100> - Fade out time in seconds
(fadeoutsecs)
<integer 0–100> - How long to spend fading in and out, and what volume to start at. Default is no fading.
- Pitch
(pitch)
<integer 0–255> - Pitch, where 1 is low, 100 is normal, and 255 is high.Bug:Very high or very low values can cause other sounds to be distorted. [todo tested in?]
- Start pitch
(pitchstart)
<integer 0–255> - Spin up time
(spinup)
<integer 0–100> - Spin down time
(spindown)
<integer 0–100> - How long to spend spinning pitch up/down at the start/end of playback, and what pitch to start at. Default is no spinning.
- Dynamic Presets
(preset)
<choices> - Various DSP effects that can be applied.
- LFO type
(lfotype)
<integer> - Type of Low Frequency Oscillation to employ.
- 0. Off (default)
- 1. Square Wave (alternate between low and high)
- 2. Triangle Wave (crossfade between high and low)
- 3. Random
- LFO rate
(lforate)
<integer 0–1000> - How frequently the LFO effect repeats itself.
- LFO modulation - pitch
(lfomodpitch)
<integer 0–100> - Affects the sound pitch or vibrato. Higher numbers change the pitch more; warbling singers use little, police sirens use a lot.
- LFO modulation - volume
(lfomodvol)
<integer 0–100> - Affects the volume of the sound, causing it to "pulse." Similar to tremolo. At a really high rate, this can make the same effect as talking through fan blades.
- Incremental Spinup Count
(cspinup)
<integer> - Appears to be a intended to increase pitch in time with
ToggleSound
inputs.Bug:Non-functional. [todo tested in?] - m_bDontModifyPitchVolOnSpawn
(m_bDontModifyPitchVolOnSpawn)
<choices> (only in ) - When the 'Start Silent' flag is left unchecked, a SOUNDSCRIPTED ambient_generic will first pull its pitch & volume values from inside the entity itself upon map load/spawn, and NOT from what's dictated in the actual soundscript. This option, when enabled, will prevent this from happening and ensure no discontinuity occurs when toggling the sound off and on again. (Set to Disabled by default)
- 0: Disabled
- 1: Enabled
- Name
(targetname)
<string> - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g.
parentname
ortarget
).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities
Inputs
Pitch
<integer>- Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.Bug:Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable!. [todo tested in?]
PlaySound
- Starts the sound.
StopSound
- Stops a looping sound. Does not stop a non-looping sound; however, a non-looping sound can be stopped by using the Volume input with a value of 0.Code Fix:If necessary, you can allow this input to stop a non-looping sound via C++.
ToggleSound
- Toggles a looping sound between playing and stopped. Behaves like
PlaySound
if the sound doesn't loop.
Volume
<float>- Plays the sound at a volume from 0 to 10, where 10 is the loudest.Bug:Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the
ambient_generic
plays its sound when prompted by other inputs, not play it by itself. [todo tested in?]Note:Setting the volume to 0 will cause the sound to pause, rather than play silently.
FadeIn
<integer>- Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.Note:In Portal 2 it is necessary for the sound to get faded out at least once before this input has any effect.
FadeOut
<integer>- Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.Bug:Will bring the sound up to full volume (i.e., 10) before beginning to fade it. [todo tested in?]
Flags
Play everywhere : [1]
- Sound plays at a constant volume, no matter how far away the listener is from the sound source.Todo: How does this interact with
env_microphone
sound detection? - Bug:This flag is broken at engine level for sounds played from Soundscripts. It will only work when a sound is played with its raw filename. [todo tested in?]
Start Silent : [16]
- The map will start without this sound playing. Enabled by default.Bug:Looping sounds that do not start silent cannot be controlled! [todo tested in?]
Is NOT Looped : [32]
- Changes how the
ambient_generic
handles stopping and starting playback. It won't stop a sound that loops from looping, but it is still very important to set it to the right value. You might not be able to stop and/or start the sound if it isn't!Bug:Having this option ticked while using a looped sound WILL prevent you from controlling it! [todo tested in?]
Do NOT Pause when game is Paused : [64]
(only in )
- Don't pause sound when game is paused.
See also
- Adjust ambient_generic volume higher than 10 (Advanced Mapping Tutorial)
env_soundscape
- used to play many ambient/background sounds from a single entity via a script.music_track
- used to dynamically play music in Black Mesa.- Looping a Sound - which requires modifying the actual WAV file
- Setting up
ambient_generic
s in Counter-Strike: Source usinglogic_auto
- a substitute for creating a properenv_soundscape
.