Sound and Music: Difference between revisions

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{{lang|Sound and Music}}
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|ru=Sound and Music:ru
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{{Abstract Mapping}}
{{Abstract Mapping}}
{{cleanup|This article and related articles about Sound are a mess.}}
{{cleanup|This article and related articles about Sound are a mess.}}
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*[[:Category:Sound System]] — how sound works in Source.
*[[:Category:Sound System]] — how sound works in Source.
*[[Soundscripts]] — advanced sound usage in Source.
*[[Soundscripts]] — advanced sound usage in Source.
*[[Sound In Code]]
*[[Hammer Sound Browser]] — documents the [[Hammer]] user interface for browsing sounds.
*[[Hammer Sound Browser]] — documents the [[Hammer]] user interface for browsing sounds.
*[[Soundscapes]] — background sounds and ambience.
*[[Soundscapes]] — background sounds and ambience.
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== Music ==
== Music ==
* [[Creating your own music]] — composing and adding music to a mod.
* [[Creating your own music]] — composing and adding music to a mod.
* [[Soundtrack lists]] — for using existing music already included in the base game


== Materials ==
== Materials ==
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]].
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]].
== Audio files ==
* [[MP3]]
* [[WAV]]
* [[XWV]]


== Notes ==
== Notes ==
*To play music, use [[Hammer Sound Browser]] to search for keyword <code>music</code>.
* To play music, use [[Hammer Sound Browser]] to search for keyword <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.
* 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.
* To make audio files affected by the music slider, add the [[Soundscripts#Sound_Characters|{{code|#}} character]] before the file path when declaring (ex {{code|"#music/HL2_song20_submix0.mp3"}})
* Although Source supports surround sound, it cannot read audio files containing more than two channels. Surround effects should be either downmixed to stereo, implemented using [[soundscape]] targets or [[ambient_generic]] entities, or worked around using carefully placed [[scene]] actors.


== See Also ==
== See also ==
* [[:Category: Level Design]]
* [[Level Design]]
* [[L4D_Soundscripts|Left 4 Dead Soundscripts]]
* [[L4D_Soundscripts|Left 4 Dead Soundscripts]]
== External links ==
* [http://www.youtube.com/watch?v=CxVxeGYh618 Custom sounds tutorial]
* [http://www.youtube.com/watch?v=CxVxeGYh618 Custom sounds tutorial]


== External links ==
<!-- 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

Latest revision as of 16:23, 2 May 2025

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This article or section needs to be cleaned up to conform to a higher standard of quality because:
This article and related articles about Sound are a mess.
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Todo: 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.


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.

Entities

Articles

AI sounds

  • AI sounds are not audible to the player; they are purely an AI construction. They can be placed in-map with the ai_sound entity.

Music

Materials

To specify the set of sounds for a custom material (the noises produced in response to hits, scrapes, etc), see Material surface properties.

Audio files

Notes

  • To play music, use Hammer Sound Browser to search for keyword music.
  • 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 entities for details.
  • To make audio files affected by the music slider, add the # character before the file path when declaring (ex "#music/HL2_song20_submix0.mp3")
  • Although Source supports surround sound, it cannot read audio files containing more than two channels. Surround effects should be either downmixed to stereo, implemented using soundscape targets or ambient_generic entities, or worked around using carefully placed scene actors.

See also

External links