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An '''ambient_Generic''' is a [[Point entity|point entity]] available in all GoldSource games.
{{tabs|Ambient generic|goldsrc = 1|source = 1|main = source}}


==Description==
{{CD|CAmbientGeneric|goldsrc=1}}
An ambient_Generic is essentially an audio player, that plays a ''single'' specified sound within a given radius inside a map. Ambient_generics are used to create sound effects throughout a map, either playing the sound ''once'', or continually repeating the sound (''looping''). Ambient_generic audio comes from WAV files located in the games' ''Sound'' file directory. '''Example:''' ''\Half-Life\Valve\Sound\Barney\Hello.WAV''
{{this is a|point entity|name=ambient_generic|engine=GoldSrc|sprite=1}}


==Key Values==
It is essentially an audio player that plays a ''single'' specified sound within a given radius inside a map. Ambient_generics are used to create sound effects throughout a map, either playing the sound ''once'', or continually repeating the sound (''looping''). <code>ambient_generic</code> audio comes from [[WAV]] files located in the game's ''Sound'' file directory. '''Example:''' {{file|Half-Life\valve\sound\barney\hello|wav}}.
 
{{Important|If using custom ''looping'' WAV files, cue points need to be added at the ends of the desired segment or the audio will not play!<br>See also: [[Looping a Sound]]}}
 
If multiple ambient generics with the same sound are played
 
== Key Values ==
{{Hl1 kv targetname}}
{{KV|WAV Name|intn=message|sound|The file name of the sound to play (relative to the mod/sound folder, i.e. <code>ambience/techamb1.wav</code>), or a [[sentences.txt|sentence]] (if prefixed with <code>!</code>, i.e. <code>!HG_ALERT1)</code>).<br>Prefix the name (not the path!{{confirm}}) with a <code>*</code> if the sound should be streamed (i.e. <code>ambience/*speak2.wav</code>); streamed sounds will not be cached.}}
{{KV|Volume|intn=health|integer|A number between 1 and 10. The sound emitted will be scaled by this number where 10 is the loudest and 1 is almost completely silent.}}
{{KV|Dynamic Presets|intn=preset|choices|
: Modifies the sound with various effects and reverbs.
:* 0 : "None"
:* 1 : "Huge Machine"
:* 2 : "Big Machine"
:* 3 : "Machine"
:* 4 : "Slow Fade in"
:* 5 : "Fade in"
:* 6 : "Quick Fade in"
:* 7 : "Slow Pulse"
:* 8 : "Pulse"
:* 9 : "Quick pulse"
:* 10 : "Slow Oscillator"
:* 11 : "Oscillator"
:* 12 : "Quick Oscillator"
:* 13 : "Grunge pitch"
:* 14 : "Very low pitch"
:* 15 : "Low pitch"
:* 16 : "High pitch"
:* 17 : "Very high pitch"
:* 18 : "Screaming pitch"
:* 19 : "Oscillate spinup/down"
:* 20 : "Pulse spinup/down"
:* 21 : "Random pitch"
:* 22 : "Random pitch fast"
:* 23 : "Incremental spinup"
:* 24 : "Alien"
:* 25 : "Bizzare"
:* 26 : "Planet X"
:* 27 : "Haunted"
}}
{{KV|Start Volume|intn=volstart|integer|The volume to start a fade in at if fadein time is specified.}}
{{KV|Fade in time|intn=fadein|integer|Time to fully fade from start volume to volume.}}
{{KV|Fade out time|intn=fadeout|integer|Time to fully fade from volume to start volume.}}
{{KV|Pitch|intn=pitch|integer|A number from 1-255 that modifies the pitch of the sound where 100 is normal pitch.}}
{{KV|Start Pitch|intn=pitchstart|integer|The pitch to start a fade in at if fadein time is specified.}}
{{KV|Spin up time|intn=spinup|integer|The time it takes for each incremental spinup if specified to be used.}}
{{KV|Spin down time|intn=spindown|integer|The time it takes for each incremental spindown if specified to be used.}}
{{KV|LFO type|intn=lfotype|integer|
Type of [[LFO|Low Frequency Oscillation]] to employ.
:# off (default)
:# square (alternate between low and high)
:# tri (crossfade between high and low)
:# random
}}
{{KV|LFO rate|intn=lforate|integer|How frequently the LFO effect repeats itself.}}
{{KV|LFO mod pitch|intn=lfomodpitch|integer|Affects the sound pitch or [[Wikipedia:vibrato|vibrato]]. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.}}
{{KV|LFO mod vol|intn=lfomodvol|integer|Affects the volume of the sound, causing it to "pulse." Similar to [[Wikipedia:tremolo|tremolo]]. At a really high rate, this can make the same effect as talking through fan blades.}}
{{KV|Incremental spinup count|intn=cspinup|integer|The amount of incremental spinups to do if specified to be used.}}
 
== Flags ==
* 1 : "Play Everywhere"
:: {{modernImportant|This does '''not''' disable directionality, only attenuation! To simulate disabled directionality without a custom audio backend, place three or four identical ambient_generic entities in the far corners of the map.}}
* 2 : "Small Radius"
* 4 : "Medium Radius"
* 8 : "Large Radius"
* 16 : "Start Silent"
* 32 : "Not Toggled"
:: Enable this flag for non-looping sounds. Older FGDs will have "Is Not Looped" instead.
[[Category:Entities]]
<!-- [[Category:Half-Life Entities]] disabled see if entity template fix works -->
[[Category:GoldSrc Sound System]]

Latest revision as of 04:38, 21 August 2025

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C++ Class hierarchy
CAmbientGeneric
CBaseEntity
C++ sound.cpp
Ambient generic.png

ambient_generic is a point entity available in all GoldSrc GoldSrc games.

It is essentially an audio player that plays a single specified sound within a given radius inside a map. Ambient_generics are used to create sound effects throughout a map, either playing the sound once, or continually repeating the sound (looping). ambient_generic audio comes from WAV files located in the game's Sound file directory. Example: 🖿Half-Life\valve\sound\barney\hello.wav.

Icon-Important.pngImportant:If using custom looping WAV files, cue points need to be added at the ends of the desired segment or the audio will not play!
See also: Looping a Sound

If multiple ambient generics with the same sound are played

Key Values

Name (targetname) <string>
The targetname that other entities refer to this entity by.
WAV Name (message) <sound>
The file name of the sound to play (relative to the mod/sound folder, i.e. ambience/techamb1.wav), or a sentence (if prefixed with !, i.e. !HG_ALERT1)).
Prefix the name (not the path![confirm]) with a * if the sound should be streamed (i.e. ambience/*speak2.wav); streamed sounds will not be cached.
Volume (health) <integer>
A number between 1 and 10. The sound emitted will be scaled by this number where 10 is the loudest and 1 is almost completely silent.
Dynamic Presets (preset) <choices>
Modifies the sound with various effects and reverbs.
  • 0 : "None"
  • 1 : "Huge Machine"
  • 2 : "Big Machine"
  • 3 : "Machine"
  • 4 : "Slow Fade in"
  • 5 : "Fade in"
  • 6 : "Quick Fade in"
  • 7 : "Slow Pulse"
  • 8 : "Pulse"
  • 9 : "Quick pulse"
  • 10 : "Slow Oscillator"
  • 11 : "Oscillator"
  • 12 : "Quick Oscillator"
  • 13 : "Grunge pitch"
  • 14 : "Very low pitch"
  • 15 : "Low pitch"
  • 16 : "High pitch"
  • 17 : "Very high pitch"
  • 18 : "Screaming pitch"
  • 19 : "Oscillate spinup/down"
  • 20 : "Pulse spinup/down"
  • 21 : "Random pitch"
  • 22 : "Random pitch fast"
  • 23 : "Incremental spinup"
  • 24 : "Alien"
  • 25 : "Bizzare"
  • 26 : "Planet X"
  • 27 : "Haunted"
Start Volume (volstart) <integer>
The volume to start a fade in at if fadein time is specified.
Fade in time (fadein) <integer>
Time to fully fade from start volume to volume.
Fade out time (fadeout) <integer>
Time to fully fade from volume to start volume.
Pitch (pitch) <integer>
A number from 1-255 that modifies the pitch of the sound where 100 is normal pitch.
Start Pitch (pitchstart) <integer>
The pitch to start a fade in at if fadein time is specified.
Spin up time (spinup) <integer>
The time it takes for each incremental spinup if specified to be used.
Spin down time (spindown) <integer>
The time it takes for each incremental spindown if specified to be used.
LFO type (lfotype) <integer>
Type of Low Frequency Oscillation to employ.
  1. off (default)
  2. square (alternate between low and high)
  3. tri (crossfade between high and low)
  4. random
LFO rate (lforate) <integer>
How frequently the LFO effect repeats itself.
LFO mod pitch (lfomodpitch) <integer>
Affects the sound pitch or vibrato. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
LFO mod vol (lfomodvol) <integer>
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>
The amount of incremental spinups to do if specified to be used.

Flags

  • 1 : "Play Everywhere"
Icon-Important.pngImportant:This does not disable directionality, only attenuation! To simulate disabled directionality without a custom audio backend, place three or four identical ambient_generic entities in the far corners of the map.
  • 2 : "Small Radius"
  • 4 : "Medium Radius"
  • 8 : "Large Radius"
  • 16 : "Start Silent"
  • 32 : "Not Toggled"
Enable this flag for non-looping sounds. Older FGDs will have "Is Not Looped" instead.