Zh/Sound and Music: Difference between revisions

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(Created page with "{{otherlang2 |title=声音与音乐 |en=Cables_and_Ropes |ru=Cables_and_Ropes:ru }} {{Abstract Mapping:zh-cn}} __NOTOC__ '''Cables''' provide a simple method for adding move...")
 
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{{otherlang2
{{lang|Sound and Music|title="声音和音乐"}}
|title=声音与音乐
|en=Cables_and_Ropes
|ru=Cables_and_Ropes:ru
}}
{{Abstract Mapping:zh-cn}}
{{Abstract Mapping:zh-cn}}


__NOTOC__
{{todo|There needs to be a brief description or link to a tutorial or guide on how to take an existing .wav file and make it accessible to the Hammer Sound Browser or Face Poser.}}
'''Cables''' provide a simple method for adding movement and complexity to a scene for a relatively low cost. Cables can be strung between moving objects and used as a visual representation between physical constraints (springs, length constraints, etc). Cables can also dynamically be shaken or broken by level events.
{{note|Cables are ''not'' solid unless you make them that way. To suspend an object by a cable you must also use a physics constraint. Details below.}}


== Placement ==
[[Image:hammer_cables.jpg|frame|A cable strewn between two points in Hammer.]]


Cables are strewn through a level using the [[move_rope]] and [[keyframe_rope]] entities. First, place a <code>move_rope</code> entity at one desired anchor point for the rope. Next, place a <code>keyframe_rope</code> at the second anchor point. Point the "Next Keyframe" field on the <code>move_rope</code> to the <code>keyframe_rope</code> entity. You'll now see a line representing an estimation of how the cable will lie between the two points. Cloning the <code>keyframe_rope</code> entity will automatically rename the new entity and point the entity that was cloned from to that new entity. Using this method you can quickly lay out cables through multiple points (like power lines).
起源中的 '''声音''' 能够以很多方式来处理。 它可以从世界的某个角落发出来, 改变声音的音高和音量, 触发NPC们的行为, 亦或是与口型同步。


== Appearance ==
任何声音能够作为 '''音乐''' 播放, 通过在路径中添加前缀 <code>#/</code>。 比如,<code>#/music/sound.wav</code> 或 <code>#/ui/gamestartup.mp3</code> 。
Cables have a certain amount of "slack", which is the amount of bend they have while resting between their two anchor points. Slack helps give the cables a greater sense of motion and believability. The value entered into the entity field dictates how much "extra" cable there is between the two anchor points. This is equivalent to stretching the cable directly between the two points, then adding the specified number of units to that length. As the cable moves, the slack is not recalculated, so a cable that initially droops due to slack will become taut if one of the end points moves away from the other. Likewise, a taut cable will begin to droop if its end points move closer together. (NOTE: The keyframe_rope entitiy includes a flag marked 'Auto Resize' which will recalculate the slack on the rope in realtime. This is extremely useful for things like a crane raising an object or a counterweighted elevator.) The line representing the estimated lie of the cable in Hammer will update itself based on the values entered, and may be used as a guide for how the cable will look when seen in the engine.
{{warning|游戏中的wav文件必须为16000Hz, 否则将无法播放}}


== Behavior ==
== 实体 ==
Cable anchor points may be placed in [[Entity_Hierarchy_(parenting)|hierarchy]] with other objects, and will move along with those entities. In the sample map provided in the SDK, a [[func_door|moving door]] (cleverly disguised as a pole) provides a dynamic anchor point for two cables. As the door moves, the cables stretch and move to maintain their span. In addition, a timed [[env_shake]] entity periodically moves all the anchor points, causing the cables to "bounce." These techniques can be a very effective visual tool for adding movement and polish to simple moving pieces in the world.
*{{L|ambient_generic}} &mdash; 这是一个基础实体用来播放特定的声音,包括音乐
*{{L|ambient_music}} &mdash; {{l4d2}} audio in the music layer, overriding music queued by the AI Director.
*{{L|env_soundscape}} &mdash; 播放环境噪音 (参见 {{L|Soundscapes}})
*{{L|env_soundscape_proxy}} &mdash; 类似 Soundscapes 的点实体但是从另一个 {{L|env_soundscape}} 实体中获取声音参数
*{{L|env_soundscape_triggerable}} &mdash; 类似于 {{L|env_soundscape}} 的点实体,除了他与 {{L|trigger_soundscape}} 实体配合使用来决定玩家何时听到它
*{{L|trigger_soundscape}} &mdash; Brush-based soundscape trigger. 不需要输出, 因为他会自动触发 the soundscape specified by its Soundscape property.
*{{L|env_microphone}} &mdash; 检测声音
*{{L|env_speaker}} &mdash; 在一系列 {{L|Response System}} 规则的基础上播放声音
*{{L|scripted_sentence}} &mdash; 常被用于使一个 {{L|NPC}} 说出一个的想法
*{{L|sound_mix_layer}} &mdash; {{l4d2}} used to set a mix layer to a specific value.
*{{L|logic_choreographed_scene}} &mdash; 常被用于对话或其他序列, 参见 {{LCategory|Choreography}}


It is possible to detach cables from their anchor points, either by a player's direct action or by triggering it to do so. When a cable receives a "Break" input, it will detach itself from the anchor point which received the input. A cable will also detach itself from an anchor point if that point is parented via hierarchy to an entity which is killed. In the sample map provided in the SDK, add a weapon_crowbar entity to the map. The tattered pole (a [[func_breakable]]) on the left-most side of the map can be broken with the crowbar. When the pole breaks, it triggers a "Break" output to the anchor point at its top and the cable attached to it will fall to the ground.
== 文章 ==
*{{LCategory|Sound System}} &mdash; 声音在起源中怎样工作
*{{L|Hammer Sound Browser}} &mdash; 记录在 {{L|Hammer}} 用户界面用于浏览声音
*{{L|Soundscapes}} &mdash; 地图中的背景音
*{{L|Sound sensitive trigger}} &mdash; 如何通过声音的大小触发事件
*{{L|Startup Music}} &mdash; 一个方法为mod的标题界面添加音乐。 (亦或是, 将其放在{{L|Menu Background Map|菜单的背景地图}})


By default, cables are not solid and will pass through world geometry. In some cases (especially when cables are broken), this can be visually unacceptable. By using the "Collide With World" setting on the entity, the cable can be made to collide with world geometry. Because this makes the cable more expensive, this setting is only recommended for cables that exhibit the problem of penetrating the world.
== AI sounds ==
* AI sounds are not audible to the player; they are purely an {{LCategory|AI}} construction. They can be placed in-map with the {{L|ai_sound}} entity.


== Example maps ==
== 音乐 ==
* <code>sdk_cables.vmf</code>
* {{L|Music Composition|音乐作品}} - 合成器软件和其他音频工具


=== TWHL example maps ===
== 材质 ==
* [http://twhl.info/vault.php?map=3920 A counter-weighted door]
若是为自定义 {{LCategory|Material System|材质}} 指定一组声音 (打击,擦撞等等发出的噪音), 参见 {{L|Material surface properties|材质表面的属性}}
* [http://twhl.info/vault.php?map=3924 Cable shakes on blast]


== See also ==
== 注释 ==
* [[Cables on Models]] - Cable placement on models.
*若播放音乐, 使用 {{L|Hammer Sound Browser|Hammer声音预览器}} 来搜索关键词 <code>music</code>.
* [[phys_lengthconstraint]] - entity that suspends an object with a unstretchable cable.
*许多实体可以被分配声音。 比如, {{L|prop_door_rotating}}  可以被分配打开, 关闭, 摆动, 上锁, 解锁的声音. 更多的细节参照单独的 {{L|list of entities|实体}}
* [[phys_pulleyconstraint]] - entity used to make a pulley.
* [[phys_spring]] - entity used to make a stretchable, springy cable.
* [[WiseWind]] - Wind-blown power lines
* [[Hanging lamps]] - tutorial for making a hanging lamp prop.
* [[Suspended Object Trap]] - tutorial for making a trap with an object suspended by a rope.
* [[Cable]] - Shader for cable materials.
* [[SplineRope]] - Shader for cable materials.


[[Category: Level Design:zh-cn]]
== 参照 ==
* {{LCategory| Level Design|分类:关卡设计}}
* {{L|L4D_Soundscripts|Left 4 Dead Soundscripts}}
* [http://www.youtube.com/watch?v=CxVxeGYh618 自定义声音教学(YouTube)]
 
== 外部链接 ==
<!-- the following links are not valid.
*[http://halflifestorm.com/?page_id=160 Adding Sounds into your Maps] - Tutorial
*[http://halflifestorm.com/?page_id=170 Triggering sounds in your Maps] - Tutorial
-->
<!-- SDK nuts has closed. When (and if) this tutorial is ported onto the VDC, please link to it instead!
*[http://www.sdknuts.net/akg/?sdk=tutarts Art & Sound] &mdash; tutorials about sound in Source, including adding custom sounds {{TODO|replace with list of sound tutorials}}
-->
 
{{ACategory|Sound System}}
{{ACategory|Hubs}}

Latest revision as of 04:21, 22 August 2024

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待完善: There needs to be a brief description or link to a tutorial or guide on how to take an existing .wav file and make it accessible to the Hammer Sound Browser or Face Poser.


起源中的 声音 能够以很多方式来处理。 它可以从世界的某个角落发出来, 改变声音的音高和音量, 触发NPC们的行为, 亦或是与口型同步。

任何声音能够作为 音乐 播放, 通过在路径中添加前缀 #/。 比如,#/music/sound.wav#/ui/gamestartup.mp3

Warning.png警告:游戏中的wav文件必须为16000Hz, 否则将无法播放

实体

文章

AI sounds

  • AI sounds are not audible to the player; they are purely an Category:AI(en) construction. They can be placed in-map with the ai_sound(en) entity.

音乐

材质

若是为自定义 材质(en) 指定一组声音 (打击,擦撞等等发出的噪音), 参见 材质表面的属性(en)

注释

参照

外部链接