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Trigger soundscape: Difference between revisions

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{{LanguageBar}}
{{wrongtitle|title=trigger_soundscape}}
{{CD|CTriggerSoundscape|file1=soundscape.cpp}}
{{Preserved entity}}
{{This is a|brush entity|name=trigger_soundscape|sprite=Toolstrigger.gif}} It automatically triggers an {{ent|env_soundscape_triggerable}} whenever a player is inside its volume and not triggering any other soundscape entities. Something to take into consideration is that <code>env_soundscape_triggerable</code> will still act like regular env_soundscape which means it can be activated when getting into its line of sight and specified radius, so it should be placed somewhere out of reach of the player if this behavior is undesired.


==Entity Description==
Soundscape trigger.


It is not necessary to create outputs for this trigger. It automatically will trigger the soundscape referred to by its ''Soundscape'' property.  
{{warning|This entity has special check if dead players or spectators are touching it. For living players this entity's brush model is used to determine if they are touching it, but for dead players or spectators AABB is used and they can also trigger outputs if some were specified. See [[lazy brush entities]] and the picture there.}}


==Availability==
== Keyvalues ==
{{in game|brush}} {{game-base}}
{{KV|Soundscape|intn=soundscape|target|The '''targetname''' of the {{ent|env_soundscape_triggerable}} that this brush triggers.
{{in code|class=class_c_trigger_soundscape.html CTriggerSoundscape|file=soundscape_8cpp-source.html soundscape.cpp}}
:{{Confusion|Not to be confused with the actual [[soundscape]] that the <code>env_soundscape_triggerable</code> then plays.}}}}
:{{Warning|Player touching this trigger in its enabled state is all that matters for specified <code>env_soundscape_triggerable</code> to be activated. '''Filters''' or flags are '''ignored'''.}}


==Keyvalues==
{{KV|StartDisabled|intn=StartDisabled|boolean|If true starts disabled}}
*{{kv trigger}}
*'''soundscape'''
:<target_source> Soundscape.


==Flags==
== Inputs ==
*{{fl trigger}}
{{I|Enable / Disable / Toggle|Enables, disables or toggles the trigger. Act of disabling it doesn't end the soundscape if it's already playing.
:{{important|Make sure to take into consideration that this is preserved entity so the effect of enabling or disabling will carry over during restart}}}}


==Inputs==
*{{i trigger}}


==Outputs==
{{warning|As this entity is derived from CBaseTrigger it has [[CBaseTrigger|regular trigger properties]] available. Filters and flags work on outputs but because this is a preserved entity and the filters are not, the filter will be lost upon round restart and not set up again. Another issue is dead players and spectator being able to trigger the outputs. Therefore it's not advised to be used for outputs as regular triggers are available.}}
*{{o trigger}}


==See also==
== See also ==
*[[env_soundscape]]
* [[Soundscape]]
*[[env_soundscape_triggerable]]
* {{ent|env_soundscape_triggerable}}


[[Category:Entities]][[Category:Brush Entities]]
[[Category:Sound System]]

Latest revision as of 07:18, 4 May 2025

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C++ Class hierarchy
CTriggerSoundscape
CBaseTrigger
CBaseToggle
CBaseEntity
C++ soundscape.cpp
Recycle-warning.png
This is a preserved entity in Counter-Strike: SourceHalf-Life 2: DeathmatchDay of Defeat: SourceTeam Fortress 2Left 4 DeadLeft 4 Dead 2Portal 2Counter-Strike: Global Offensive
If the game has round restart mechanics this entity may not behave as expected.
Toolstrigger.gif

trigger_soundscape is a brush entity available in all Source Source games. It automatically triggers an env_soundscape_triggerable whenever a player is inside its volume and not triggering any other soundscape entities. Something to take into consideration is that env_soundscape_triggerable will still act like regular env_soundscape which means it can be activated when getting into its line of sight and specified radius, so it should be placed somewhere out of reach of the player if this behavior is undesired.


Warning.pngWarning:This entity has special check if dead players or spectators are touching it. For living players this entity's brush model is used to determine if they are touching it, but for dead players or spectators AABB is used and they can also trigger outputs if some were specified. See lazy brush entities and the picture there.

Keyvalues

Soundscape (soundscape) <targetname>
The targetname of the env_soundscape_triggerable that this brush triggers.
Warning.pngRisk of Confusion:Not to be confused with the actual soundscape that the env_soundscape_triggerable then plays.
Warning.pngWarning:Player touching this trigger in its enabled state is all that matters for specified env_soundscape_triggerable to be activated. Filters or flags are ignored.


StartDisabled (StartDisabled) <boolean>
If true starts disabled

Inputs

Enable / Disable / Toggle
Enables, disables or toggles the trigger. Act of disabling it doesn't end the soundscape if it's already playing.
Icon-Important.pngImportant:Make sure to take into consideration that this is preserved entity so the effect of enabling or disabling will carry over during restart


Warning.pngWarning:As this entity is derived from CBaseTrigger it has regular trigger properties available. Filters and flags work on outputs but because this is a preserved entity and the filters are not, the filter will be lost upon round restart and not set up again. Another issue is dead players and spectator being able to trigger the outputs. Therefore it's not advised to be used for outputs as regular triggers are available.

See also