Zh/Sound and Music: Difference between revisions

From Valve Developer Community
< Zh
Jump to navigation Jump to search
m (重新定位了其他语言页面的指引,原本指向电缆和绳索那篇)
m (obsolete language category)
 
(7 intermediate revisions by 5 users not shown)
Line 1: Line 1:
{{otherlang2
{{lang|Sound and Music|title="声音和音乐"}}
|title=声音与音乐
|en=Sound_and_Music
|ru=Sound_and_Music:ru
}}
{{Abstract Mapping:zh-cn}}
{{Abstract Mapping:zh-cn}}


Line 9: Line 5:




'''Sound''' in Source can be processed in many ways. It can emit from a location in the world, have its pitch or volume altered, trigger behaviours from NPCs, and be lip synced.
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。


Any sound can be played as '''music''' by prefixing it's path with <code>#/</code>. <code>#/music/sound.wav</code> or <code>#/ui/gamestartup.mp3</code> works.
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> <code>#/ui/gamestartup.mp3</code>
{{warning|游戏中的wav文件必须为16000Hz, 否则将无法播放}}


== Entities ==
== 实体 ==
*[[ambient_generic]] &mdash; this is the basic entity to play a specific sound, including music
*{{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
*[[ambient_music]] &mdash; {{l4d2}} audio in the music layer, overriding music queued by the AI Director.  
*{{L|ambient_music}} &mdash; {{l4d2}} audio in the music layer, overriding music queued by the AI Director.  
*[[env_soundscape]] plays background noises (see [[Soundscapes]])
*{{L|env_soundscape}} &mdash; 播放环境噪音 (参见 {{L|Soundscapes}})
*[[env_soundscape_proxy]] Point entity that acts like a soundscape but gets all of its sound parameters from another [[env_soundscape]] entity.
*{{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
*[[env_soundscape_triggerable]] Point entity just like [[env_soundscape]] except that it works in conjunction with the [[trigger_soundscape]] entity to determine when a player hears it.
*{{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
*[[trigger_soundscape]] Brush-based soundscape trigger. Does not need outputs, as it automatically triggers the soundscape specified by its Soundscape property.  
*{{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.  
*[[env_microphone]] &mdash; detects sounds
*{{L|env_microphone}} &mdash; 检测声音
*[[env_speaker]] &mdash; plays sounds based on a set of [[Response System]] rules
*{{L|env_speaker}} &mdash; 在一系列 {{L|Response System}} 规则的基础上播放声音
*[[scripted_sentence]] &mdash; used to make an [[NPC]] speak an idea
*{{L|scripted_sentence}} &mdash; 常被用于使一个 {{L|NPC}} 说出一个的想法
*[[sound_mix_layer]] &mdash; {{l4d2}} used to set a mix layer to a specific value.
*{{L|sound_mix_layer}} &mdash; {{l4d2}} used to set a mix layer to a specific value.
*[[logic_choreographed_scene]] &mdash; used for conversations and other sequences. See [[:Category:Choreography]].
*{{L|logic_choreographed_scene}} &mdash; 常被用于对话或其他序列, 参见 {{LCategory|Choreography}}


== Articles ==
== 文章 ==
*[[:Category:Sound System]] &mdash; how sound works in Source
*{{LCategory|Sound System}} &mdash; 声音在起源中怎样工作
*[[Hammer Sound Browser]] &mdash; documents the [[Hammer]] user interface for browsing sounds
*{{L|Hammer Sound Browser}} &mdash; 记录在 {{L|Hammer}} 用户界面用于浏览声音
*[[Soundscapes]] &mdash; background sounds in a map
*{{L|Soundscapes}} &mdash; 地图中的背景音
*[[Sound sensitive trigger]] &mdash; how to trigger an event based on the loudness
*{{L|Sound sensitive trigger}} &mdash; 如何通过声音的大小触发事件
*[[Startup Music]] &mdash; one way to add music to a mod's title screen (alternatively, put it in a [[Menu Background Map]])
*{{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}})


== AI sounds ==
== AI sounds ==
* AI sounds are not audible to the player; they are purely an [[:Category:AI|AI]] construction. They can be placed in-map with the [[ai_sound]] entity.
* 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.


== Music ==
== 音乐 ==
* [[Music Composition]] - software synthesizers and other audio tools
* {{L|Music Composition|音乐作品}} - 合成器软件和其他音频工具


== Materials ==
== 材质 ==
To specify the set of sounds for a custom [[:Category:Material System|material]] (the noises produced in response to hits, scrapes, etc), see [[Material surface properties]].
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}}


== Notes ==
== 注释 ==
*To play music, use [[Hammer Sound Browser]] to search for keyword <code>music</code>.
*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>.
*Many entities can have sounds assigned to them. For example, [[prop_door_rotating]] can be assigned sounds for opening, closing, swinging, being locked, and being unlocked. See the individual [[list of entities|entities]] for details.
*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}}


== See Also ==
== 参照 ==
* [[:Category: Level Design]]
* {{LCategory| Level Design|分类:关卡设计}}
* [[L4D_Soundscripts|Left 4 Dead Soundscripts]]
* {{L|L4D_Soundscripts|Left 4 Dead Soundscripts}}
* [http://www.youtube.com/watch?v=CxVxeGYh618 Custom sounds tutorial]
* [http://www.youtube.com/watch?v=CxVxeGYh618 自定义声音教学(YouTube)]


== External links ==
== 外部链接 ==
<!-- the following links are not valid.
<!-- the following links are not valid.
*[http://halflifestorm.com/?page_id=160 Adding Sounds into your Maps] - Tutorial
*[http://halflifestorm.com/?page_id=160 Adding Sounds into your Maps] - Tutorial
Line 60: Line 57:
-->
-->


[[Category:Sound System]]
{{ACategory|Sound System}}
[[Category:Hubs]]
{{ACategory|Hubs}}

Latest revision as of 04:21, 22 August 2024

English (en)Русский (ru)中文 (zh)Translate (Translate)
概括性的地图制作系列 讨论你的想法——帮助我们写你需要的文章和想法

弹药 | 生物 | 蚁狮 | 光束和激光 | 线缆与绳索 | 动态的天空与云雾 | 色彩理论 | 战斗 | 联合军 | 压缩(起源 1) | | 尘土、雾、烟 | 升降机 | 关卡转换 | 环境光效、太阳、天气、室外 | 爆炸 | 火焰 | 植被 | 玻璃和窗户 | 猎头蟹 | 生命值 | 梯子 | 光效 | 优化 | 物理 | 视网膜扫描仪 | 声效和音乐 | 特效 | 地形 | 火车 | 炮塔 | | 武器 | 僵尸

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