Ambient generic (GoldSrc): Difference between revisions
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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!
See also: Looping a Sound
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{{ | {{LanguageBar}} | ||
{{ | {{gldsrc topicon}} | ||
== | {{tabs|Ambient generic|goldsrc = 1|source = 1|main = source}} | ||
==Key Values== | {{CD|CAmbientGeneric|goldsrc=1}} | ||
{{this is a|point entity|name=ambient_generic|engine=GoldSrc|sprite=1}} | |||
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}} | {{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|WAV Name|sound|The file name of the sound to play | {{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|Volume|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| | ||
{{KV|Dynamic Presets|choices| | |||
: Modifies the sound with various effects and reverbs. | : Modifies the sound with various effects and reverbs. | ||
:* 0 : "None" | :* 0 : "None" | ||
Line 41: | Line 48: | ||
:* 27 : "Haunted" | :* 27 : "Haunted" | ||
}} | }} | ||
{{KV|Start Volume|integer|The volume to start a fade in at if fadein time is specified.}} | {{KV|Start Volume|intn=volstart|integer|The volume to start a fade in at if fadein time is specified.}} | ||
{{KV|Fade in time|integer|Time to fully fade from start volume to volume.}} | {{KV|Fade in time|intn=fadein|integer|Time to fully fade from start volume to volume.}} | ||
{{KV|Fade out time|integer|Time to fully fade from volume to start volume.}} | {{KV|Fade out time|intn=fadeout|integer|Time to fully fade from volume to start volume.}} | ||
{{KV|Pitch|integer|A number from 1-255 that modifies the pitch of the sound where 100 is normal pitch.}} | {{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|integer|The pitch to start a fade in at if fadein time is specified.}} | {{KV|Start Pitch|intn=pitchstart|integer|The pitch to start a fade in at if fadein time is specified.}} | ||
{{KV|Spin up time|integer|The time it takes for each incremental spinup if specified to be used.}} | {{KV|Spin up time|intn=spinup|integer|The time it takes for each incremental spinup if specified to be used.}} | ||
{{KV|Spin down time|integer|The time it takes for each incremental spindown 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|integer| | {{KV|LFO type|intn=lfotype|integer| | ||
Type of [[LFO|Low Frequency Oscillation]] to employ. | Type of [[LFO|Low Frequency Oscillation]] to employ. | ||
:# off (default) | :# off (default) | ||
Line 55: | Line 62: | ||
:# random | :# random | ||
}} | }} | ||
{{KV|LFO rate|integer|How frequently the LFO effect repeats itself.}} | {{KV|LFO rate|intn=lforate|integer|How frequently the LFO effect repeats itself.}} | ||
{{KV|LFO mod pitch|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 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|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|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|integer|The amount of incremental spinups to do if specified to be used. | {{KV|Incremental spinup count|intn=cspinup|integer|The amount of incremental spinups to do if specified to be used.}} | ||
}} | |||
==Flags== | == Flags == | ||
* 1 : "Play Everywhere" | * 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" | * 2 : "Small Radius" | ||
* 4 : "Medium Radius" | * 4 : "Medium Radius" | ||
Line 68: | Line 75: | ||
* 16 : "Start Silent" | * 16 : "Start Silent" | ||
* 32 : "Not Toggled" | * 32 : "Not Toggled" | ||
:: Enable this flag for non-looping sounds. Older FGDs will have "Is Not Looped" instead. | |||
[[Category:Entities]] | [[Category:Entities]] | ||
[[Category:Half-Life]] | <!-- [[Category:Half-Life Entities]] disabled see if entity template fix works --> | ||
[[Category: | [[Category:GoldSrc Sound System]] |
Latest revision as of 04:38, 21 August 2025
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CAmbientGeneric |
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ambient_generic
is a point entity available in all 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
.

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.
- off (default)
- square (alternate between low and high)
- tri (crossfade between high and low)
- 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"
Important: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.