env_soundscape
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CEnvSoundscape |
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env_soundscape
is a point entity available in all Source 2 games. It changes the active soundscape of players, and defines where positioned sounds within it play from. A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins.
Keyvalues
- 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
- Radius (radius) <integer>
- Defines the entity's sphere of influence. -1 means infinite range.
- Soundscape (soundscape) <string>
- The name of the soundscape to select. This can be left blank if you are simply trying to play a sound event separate from a soundscape. This name should correspond to an entry in the
soundevents_addon.vsndevts
file present in the addon'ssoundevents
folder, within thecontent
directory. - Override soundscape with sound event (overrude) <boolean>
- Allows for a sound event to be played with it's own parameters, rather than a soundscape. If this is not enabled, any selected sound events will play with the parameters specified for the Soundscape.
- Sound Event (soundevent) <string>
- The name of the Sound Event to select and play from the soundscape. To be played, the sound event must either be part of the soundscape, or an individual entry if soundscape is left blank. This Sound Event can be selected using the in-engine menu, where all existing sound events from the game files are stored, along with additional sound events entered into
soundevents_addon.vsndevts
. Sound Events can also be previewed from this menu. - Sound Position 0 (position0) to Sound Position 7 (position7) <targetname>
- Entities which define the location from which any positioned sounds play. Must be entities that the client knows about (e.g info_target or anything visible).
Confirm:What happens if a targetname used for sound position is used by multiple entities? Does it play from all of them, or the first one found?
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
- ToggleEnabled
- Toggle the soundscape on/off.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnPlay
- Fired when this soundscape becomes the active one.
See also
- Soundscapes - Includes details on creation of custom soundscapes and modifying
soundevents_addon.vsndevts
.