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ai_sound
{{Ent not in fgd|nolink=1|smalltext=And might not have a meaningful use in those games.}}
{{CD|CAISound|file1=soundent.cpp}}
{{this is a|point entity|name=ai_sound|sprite=1}} This entity makes abstract sounds or smells that can be sensed by [[NPC]]s, but not by the player. This can be used to cause reactions in nearby NPCs. An entity called {{ent|soundent}} appears to help with managing AI sounds when the game runs.
{{clr}}
==Keyvalues==
{{KV Targetname}}
{{KV|Volume|intn=volume|int|How far away this sound can be heard. This is a radius.}}
{{KV|Duration|intn=duration|float|How long the sound persists each time it plays.}}
{{KV|Sound Type|intn=soundtype|choices|The type of sound or smell will determine the reaction of NPCs that sense it. Some of these are not in the FGD, so their associated number must be typed manually.}}
:{| class=standard-table
! Literal Value || Description
|-
| 1 || Combat: Will cause most NPCs to become alert
|-
| 2 || World: Will cause most NPCs to become alert
|-
| 4 || Player: Feign player audible
|-
| 8 || Danger: Will cause most NPCs to move away from the position of the sound
|-
| 16 || Bullet Impact
|-
| 32 || Carcass
|-
| 64 || Meat
|-
| 128 || Garbage
|-
| 256 || [[prop_thumper|Thumper]]: causes antlions to run away briefly
|-
| 512 || {{not in FGD}} [[weapon_bugbait|Bugbait]]: get nearby antlions' attention
|-
| 1024 || {{not in FGD}} Physics Danger: Scares off {{ent|npc_metropolice}}, {{ent|npc_combine_s}}, and {{ent|npc_antlion}}
|-
| 2048 || {{not in FGD}} Sniper Danger: Scares {{ent|npc_sniper}}s into their hole
|-
| 4096 || Move Away: Pushes away <code>npc_metropolice</code>, {{ent|npc_citizen}}, <code>npc_combine_s</code>, {{ent|npc_alyx}}, {{ent|npc_barney}}, {{ent|npc_fisherman}}
|-
| 8192 || {{not in FGD}} Player Vehicle: Makes NPCs hear the player & makes <code>npc_metropolice</code> turn towards the sound (only used by {{ent|prop_vehicle_airboat}}
|-
| 16384 || Player Companion Readiness: Low
|-
| 32768 || Player Companion Readiness: Medium
|-
| 65536 || Player Companion Readiness: High
|}
{{KV|Additional sound context (optional)|intn=soundcontext|choices|Optional settings specifying such things as who can or cannot hear the sound. Many of these are not in the FGD and some of them have not been fully tested.}}
:{| class=standard-table
! Literal Value || Description
|-
| 1048576 || {{not in FGD}} Sound is from Sniper
|-
| 2097152 || {{not in FGD}} Gunfire (use with combat sound type)
|-
| 4194304 || {{not in FGD}} Mortar (pending explosion)
|-
| 8388608 || Only [[Combine]] hear/smell
|-
| 16777216 || {{not in FGD}} React to source (faces the ai_sound instead of location proxy)
|-
| 33554432 || {{not in FGD}} Explosion (use with combat sound type)
|-
| 67108864 || Exclude Combine (Combine don't hear/smell)
|-
| 134217728 || {{not in FGD}} Danger approach (react with danger if you see the ai_sound, just face if otherwise, shouldn't work with location proxy)
|-
| 268435456 || {{not in FGD}} Only allies (npc_citizen, etc.) hear/smell
|-
|}
{{KV|Location Proxy|intn=locationproxy|target_destination|If you specify an entity here, the sound will be made at that entity's location ({{ent|!player}} is an option).}}


This entity makes sounds or smells that can be sensed by NPCs, butnot by the player. This can be used to cause reactions in nearby NPCs.
==Inputs==
{{I|InsertSound|param=int|deprecated=1|Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius.}}<!--Check CAISound::InputInsertSound. I'm not sure why exactly this is deemed obsolete but it is. -Pinsplash-->
{{I|EmitAISound|Make the Sound.}}


Sound Types
[[Category:AI]]
  Combat: Will cause most NPCs to become alert
  World: Will cause most NPCs to become alert
  Danger: Will cause most NPCs to move away from the position of the sound
  Bullet Impact:
  Carcass:
  Meat:
  Garbage:
  Thumper: causes antlions to run away briefly
  Readiness: (Low, Medium, High) Causes player companions that can hear this sound to change readiness
 
 
KEYS
 
Name targetname <target_source> The name that other entities refer to this entity by.
 
Parent parentname <target_destination> The name of this entity's parent in the movement hierarchy. Entities with parents move with their parent.
 
Sound Type soundtype <choices> The type of sound or smell will determine the reaction of NPCs that sense it.
 
Location Proxy locationproxy <target_destination> The name of an entity to use as a proxy to determine the location at which to make the sound. If you specify an entity here, the sound will be made at that entity's location (!player included)
 
 
INPUTS
 
Kill Removes this entity from the world.
 
KillHierarchy Removes this entity and all its children from the world.
 
AddOutput <string> Adds an entity I/O connection to this entity. Format: <output name> <targetname>:<inputname>:<parameter>:<delay>:<max times to fire (-1 == infinite)>. Very dangerous, use with care.
 
FireUser1 Causes this entity's OnUser1 output to be fired.
 
FireUser2 Causes this entity's OnUser2 output to be fired.
 
FireUser3 Causes this entity's OnUser3 output to be fired.
 
FireUser4 Causes this entity's OnUser4 output to be fired.
 
SetParent <string> Changes the entity's parent in the movement hierarchy.
 
SetParentAttachment <string> Change this entity to attach to a specific attachment point on its parent. Entities must be parented before being sent this input. The parameter passed in should be the name of the attachment.
 
ClearParent Removes this entity from the the movement hierarchy, leaving it free to move independently.
 
InsertSound <integer> Insert a sound in the AI sound list
 
 
OUTPUTS
 
OnUser1 Fired in response to FireUser1 input.
 
OnUser2 Fired in response to FireUser2 input.
 
OnUser3 Fired in response to FireUser3 input.
 
OnUser4 Fired in response to FireUser4 input.

Latest revision as of 18:10, 8 May 2025

Icon-NotInFGD.png
This entity is not in the Counter-Strike: SourceDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Counter-Strike: Global Offensive FGD by default.
And might not have a meaningful use in those games.
C++ Class hierarchy
CAISound
CPointEntity
CBaseEntity
C++ soundent.cpp
Ai sound.png

ai_sound is a point entity available in all Source Source games. This entity makes abstract sounds or smells that can be sensed by NPCs, but not by the player. This can be used to cause reactions in nearby NPCs. An entity called soundent appears to help with managing AI sounds when the game runs.

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

Volume (volume) <integer>
How far away this sound can be heard. This is a radius.
Duration (duration) <float>
How long the sound persists each time it plays.
Sound Type (soundtype) <choices>
The type of sound or smell will determine the reaction of NPCs that sense it. Some of these are not in the FGD, so their associated number must be typed manually.
Literal Value Description
1 Combat: Will cause most NPCs to become alert
2 World: Will cause most NPCs to become alert
4 Player: Feign player audible
8 Danger: Will cause most NPCs to move away from the position of the sound
16 Bullet Impact
32 Carcass
64 Meat
128 Garbage
256 Thumper: causes antlions to run away briefly
512 !FGD Bugbait: get nearby antlions' attention
1024 !FGD Physics Danger: Scares off npc_metropolice, npc_combine_s, and npc_antlion
2048 !FGD Sniper Danger: Scares npc_snipers into their hole
4096 Move Away: Pushes away npc_metropolice, npc_citizen, npc_combine_s, npc_alyx, npc_barney, npc_fisherman
8192 !FGD Player Vehicle: Makes NPCs hear the player & makes npc_metropolice turn towards the sound (only used by prop_vehicle_airboat
16384 Player Companion Readiness: Low
32768 Player Companion Readiness: Medium
65536 Player Companion Readiness: High
Additional sound context (optional) (soundcontext) <choices>
Optional settings specifying such things as who can or cannot hear the sound. Many of these are not in the FGD and some of them have not been fully tested.
Literal Value Description
1048576 !FGD Sound is from Sniper
2097152 !FGD Gunfire (use with combat sound type)
4194304 !FGD Mortar (pending explosion)
8388608 Only Combine hear/smell
16777216 !FGD React to source (faces the ai_sound instead of location proxy)
33554432 !FGD Explosion (use with combat sound type)
67108864 Exclude Combine (Combine don't hear/smell)
134217728 !FGD Danger approach (react with danger if you see the ai_sound, just face if otherwise, shouldn't work with location proxy)
268435456 !FGD Only allies (npc_citizen, etc.) hear/smell
Location Proxy (locationproxy) <targetname>
If you specify an entity here, the sound will be made at that entity's location (!player is an option).

Inputs

InsertSound <integerRedirectInput/integer> Obsolete
Deprecated.
Insert a sound in the AI sound list at a specified volume (1-100) which influences detection radius.
EmitAISound
Make the Sound.