This article's documentation is for anything that uses the Source engine. Click here for more information.

Env soundscape triggerable: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
No edit summary
No edit summary
 
(20 intermediate revisions by 9 users not shown)
Line 1: Line 1:
{{wrongtitle|title=env_soundscape_triggerable}}
{{LanguageBar}}
{{base_point}}[[Category:Sound System]]
{{Preserved entity}}
{{in code|class=class_c_env_soundscape_triggerable.html CEnvSoundscapeTriggerable|file=soundscape_8cpp-source.html soundscape.cpp}}
{{CD|CEnvSoundscapeTriggerable|file1=soundscape.cpp}}
{{This is a|point entity|name=env_soundscape_triggerable|sprite=env_soundscape.png}} This entity is required when you want to use {{ent|trigger_soundscape}} otherwise works just like {{ent|env_soundscape}}.


==Entity Description==
[[Image:env_soundscape.png|left]]A point entity that works like the [[env_soundscape]] entity except that it works in conjunction with the [[trigger_soundscape]] entity to determine when a player hears it. In some mods such as TF2, soundscapes cannot be "seen" through water, in which case a triggerable soundscape is useful workaround.


{{note|This entity has the same keyvalues, (non-existant) flags, inputs, and outputs as [[env_soundscape]].}}
{{clr}}


{{OtherKIO|env_soundscape|All}}


== See also ==
* [[Soundscapes]]
* [[Soundscape lists]]
* {{ent|trigger_soundscape}}
* {{ent|env_soundscape}}


 
[[Category:Sound System]]
==Keyvalues==
* {{KV Targetname}}
* {{KV Parentname with warning}}
* {{KV EnableDisable}}
* '''radius'''
: <integer> Radius - If set to <code>-1</code>, then the player can hear the soundscape as long as he can see it (regardless of distance to it).
* '''soundscape'''
: <string> Soundscape - The name of the soundscape to use. Corresponds to an entry in the ''soundscapes_*.txt'' file in the ''hl2/scripts'' directory (normally packed into the ''source engine.gcf'' file).
:{| class=standard-table
! Literal Value || Description
|-
| Nothing || Nothing
|-
| Automatic || Automatic
|-
| Automatic_Dialog || Automatic (dialog)
|-
| GenericIndoor || Indoor
|-
| GenericOutdoor || Outdoor
|}
* '''position''0-7'''''
: <target_destination> Sound Position ''0-7'' - Sound positions that will be referenced inside the soundscape text file. Usually used to position a set of sounds within the world.
 
<!--This entity doesn't have any flags.-->
==Inputs==
* {{I Targetname}}
* {{I Parentname}}
* {{I EnableDisable}}
* '''Disabled'''
: {{TODO|Write description. (It's not a typo - both ''Disable'' and ''Disabled'' exists.)}}
* '''ToggleEnabled'''
: Toggle the soundscape enabled state.
 
==Outputs==
* {{O Targetname}}
* '''OnPlay'''
: Fired when this soundscape becomes the active one.

Latest revision as of 07:22, 4 May 2025

English (en)Translate (Translate)
Recycle-warning.png
This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive
If the game has round restart mechanics this entity may not behave as expected.
C++ Class hierarchy
CEnvSoundscapeTriggerable
CEnvSoundscape
CServerOnlyEntity
CBaseEntity
C++ soundscape.cpp
Env soundscape.png

env_soundscape_triggerable is a point entity available in all Source Source games. This entity is required when you want to use trigger_soundscape otherwise works just like env_soundscape.


Note.pngNote:All Keyvalues / Inputs / Outputs are same as env_soundscape.

See also