Sound mix layer: Difference between revisions

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(Initial creation of page on sound_mix_layer)
 
(its position in the world irrelevant so it's logical entity)
 
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{{l4d2 point|sound_mix_layer}} It is used to set a mix layer to a specific value.
{{CD|CSoundMixLayer}}
{{this is a|logical entity|name=sound_mix_layer|game=Left 4 Dead 2}} It is an entity used to set a mix layer to a specific value.
{{note|Developers seeking how to manage priorities of specific sounds should refer to mixgroups found in '''pak01_dir.vpk:''' /scripts/soundmixers.txt}}
__NOTOC__
== Keyvalues ==
{{KV Targetname}}
{{KV|Mix Layer Name|intn=MixLayerName|string|Name of the mix layer to be setting the level of.}}
{{KV|Level|intn=Level|float|Set the Mix Layer Level}}
 
== Inputs ==
{{I|Level|Set the Mix Layer Level|param=float}}


==KeyValues==
*{{KV Targetname}}
*{{ScrollBox|title=MixLayerName|
;  Mix Layer Name [-1..x] <[[string]]>
: Name of the mix layer to be setting the level of.
}}
*{{ScrollBox|title=Level|
;  Level <[[float]]>
: Set the Mix Layer Level.
}}
==Inputs==
{{I Targetname}}
{{ScrollBox|title=SoundMixLayer|
; <code>Level <[[float]]></code>
: Set the Mix Layer Level
}}
==Outputs==
{{O Targetname}}
==Mix layers==
==Mix layers==
==See also==
More information regarding MixLayers can be found in '''pak01_dir.vpk:''' /scripts/soundmixers.txt
 
These are listed in the dev console commmand <code>snd_list_mixers</code>
*mobBeatingLayer
*mobRulesLayer
*zombatMusicLayer
*zombatMusic2Layer
*zombatMusic3Layer
*witchRageLayer
*safeRoomLayer
*unaliveLayer
*PZVOWarnLayer
*chargerAttackLayer
*commentaryLayer
*undeathLayer
*adrenalineLayer
*fluMusicLayer
*rainLayer
*stormLayer
*voipLayer
Entries listed under the dev console command <code>snd_list_mix_groups</code> may work with a "Layer" post-fix, but need further testing.
 
==External links==
==External links==
[http://en.wikipedia.org/wiki/Audio_mixing_(recorded_music) Audio Mixing (recorded music)] - Wikipedia article regarding technical aspects of audio mixing
[[Category:Sound System]]

Latest revision as of 08:03, 29 April 2025

C++ Class hierarchy
CSoundMixLayer
CBaseEntity

sound_mix_layer is a logical entity available in Left 4 Dead 2 Left 4 Dead 2. It is an entity used to set a mix layer to a specific value.

Note.pngNote:Developers seeking how to manage priorities of specific sounds should refer to mixgroups found in pak01_dir.vpk: /scripts/soundmixers.txt

Keyvalues

Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Mix Layer Name (MixLayerName) <string>
Name of the mix layer to be setting the level of.
Level (Level) <float>
Set the Mix Layer Level

Inputs

Level <floatRedirectInput/float>
Set the Mix Layer Level

Mix layers

More information regarding MixLayers can be found in pak01_dir.vpk: /scripts/soundmixers.txt

These are listed in the dev console commmand snd_list_mixers

  • mobBeatingLayer
  • mobRulesLayer
  • zombatMusicLayer
  • zombatMusic2Layer
  • zombatMusic3Layer
  • witchRageLayer
  • safeRoomLayer
  • unaliveLayer
  • PZVOWarnLayer
  • chargerAttackLayer
  • commentaryLayer
  • undeathLayer
  • adrenalineLayer
  • fluMusicLayer
  • rainLayer
  • stormLayer
  • voipLayer

Entries listed under the dev console command snd_list_mix_groups may work with a "Layer" post-fix, but need further testing.

External links

Audio Mixing (recorded music) - Wikipedia article regarding technical aspects of audio mixing