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{{wrongtitle|title=ambient_generic}}
{{LanguageBar}}
{{base_point}}
{{Source topicon}}
[[Category:Son d'ambiance]]
{{tabs|Ambient generic|goldsrc=1|source=1|main=source}}
{{this is a|point entity|name=ambient_generic|sprite=1}}


__TOC__
{{translate}}
{{updatetranslation}}
Entitée point disponible pour tous les jeux Source.


[[Image:{{PAGENAME}}.png|left]]
Permet de jouer un son unique ou en boucle (ne fonctionne plus sous CSS). Les mp3 en hautes qualitées (44100Hz) sont reconnu, mais ne fonctionne pas sous l'explorateur de son sous hammer. Cette entitée ne fonctionne pas avec le DSP.
{{bug|Les sons en boucles peuvent seulement être jouer avec un WAV et une entité {{L|logic_auto}}, sinon ils ne seront joué qu'une seul fois au début du chargement de la map.}}


Une entité sonore simple, capable de jouer un sons en boucle ou normal (en continue) à partir d'une position choisie dans le monde (sur la map).
Les sons émis sont localisé la ou se situe l'entité, et diminue avec la distance. Cette entités à une zone d'écoute au dela vous n'entendrez plus le son.


''-> Pas clair ! (début)''
Use it to play and control a {{L|Soundscripts|soundscript}} sound, a raw .wav sample or a single {{L|scripted sentence}}. In case of a scripted sentence you have to replace the path and filename with "!", followed by the sentence name.
Utilisez là pour jouer et contrôler un son, un .raw,un échantillon .wav ou seul. In case of a scripted sentence you have to replace the path and filename with "!", followed by the sentence name.
''--> Pas clair ! (fin)''
{{clr}}


{{bug| L'entité Ambient_generic, utilisées pour jouer en boucle le bruit ambiant dans [[Counter-Strike Source]] doit être activé avec un [[logic_auto]] ou sinon le son s'arrêtera une fois le premier tour commencé.}}


{{note|Cette entité n'est plus destiné à être utilisé pour générer des sons environnementaux. Utilisez l'entité(Nouveau dans Source) [[env_soundscape]] pour cela. Ambient_generic est largement limitée (conservé) pour jouer de la musique ou d'autres sons one-shot.}}
*Note : Cette entité n'est plus destiné à être utilisée pour les sons environementaux. Utilisé pour cela la nouvelle entitée {{L|env_soundscape}}. Ambient_generic est largement conservé pour jouer les son uniques, trigger avec par exemple un {{L|logic_timer}} ou les musics.


== Fixation de bug ==


Problems with sounds being unstoppable (detailed below) can be avoided [[Ambient generic: stop and toggle fix|by including this C++ code in your mod's binaries]].
== Bugs de son en boucle ==


== Voir aussi ==
Ce problème de son en boucle instoppable peut être corrigé en incluant ceci dans votre {{L|Ambient generic: stop and toggle fix|mods}}.
* [[env_soundscape]] - une entité utilisée pour changer les paramètres et l'ambiance.


== Liens Externes ==
== Details ==
* [http://www.slackiller.com/New%20Tuts/sound.html Mise en place d'un ambient_generics dans Counter-Strike: Source en utilisant un logic_auto] - un substitut à la création d'un bon [[env_soundscape]].


* [http://www.siteduzero.com/tutoriel-3-7082-0-la-sonorisation.html#ss_part_1 La Sonorisation (SiteDuZero)] - Un tutoriel très pratique sur les entités de sons.
=== Flags ===
 
;1 - Play everywhere
* [http://www.mapping-area.com/forum/viewtopic.php?f=16&t=20882 Les soundscapes de A à Z.] - Un tutoriel sur l'[[env_soundscape]] signée [http://www.mapping-area.com Mapping-Area]
:le son est joué avec toutes les encientes au volume choisis. Le DSP ne l'influe pas.
;16 - Start Silent
:La map démarre sans jouer le son. Activer par défault.
:{{bug|Les sons en boucle qui n'on pas ce flag cocher ne démareront pas.}}
;32 - Is NOT Looped
:Il est impotant de bien choisir la valeur ici ou le son ne démarera pas ou ne stopera pas.


== Details ==


=== Propriétés ===
=== Keyvalues ===
;{{kv targetname}}
;{{KV Targetname}}
;message
;message
:<sound> Nom de l'entrée GameSound (Sons choisie avec le Browser de sons) pour le sons à jouer. Soutient également les formats .raw, .wav et phrase ([[sentence]]) script.
:<sound> Name of the GameSound entry for the sound to play. Also supports raw .wav filenames and {{L|sentence}} scripts.
;health ''(Volume)''
;health ''(Volume)''
:<integer:0-10> Volume sonore, exprimée par une fourchette de 0 à 10, 10 est le plus fort. La valeur par défaut est 10.
:<integer:0-10> Sound volume, expressed as a range from 0 to 10, where 10 is the loudest. Defaults to 10.
;preset
;preset
:{|
:{| class=standard-table
! Literal Value || Dynamic Preset
! Literal Value || Dynamic Preset
|-
|-
| 0 || None (Aucun)
| 0 || None
|-
|-
| 1 || Huge Machine (Énorme machine)
| 1 || Huge Machine
|-
|-
| 2 || Big Machine (Grosse machine)
| 2 || Big Machine
|-
|-
| 3 || Machine (machine)
| 3 || Machine
|-
|-
| 4 || Slow Fade in
| 4 || Slow Fade in
Line 64: Line 65:
| 9 || Quick pulse
| 9 || Quick pulse
|-
|-
| 10 || Slow Oscillator (Faible Oscillator (oscillation ??))
| 10 || Slow Oscillator
|-
|-
| 11 || Oscillator (Oscillation?)
| 11 || Oscillator
|-
|-
| 12 || Quick Oscillator (Oscillation rapide)
| 12 || Quick Oscillator
|-
|-
| 13 || Grunge pitch
| 13 || Grunge pitch
Line 101: Line 102:
|}
|}
;volstart
;volstart
:<integer> Volume pour commencer fading in at.
:<integer> Volume to start fading in at.
;<span style="color:grey;">fadein [deprecated]</span>
;<span style="color:grey;">fadein [deprecated]</span>
:<span style="color:grey;"><integer> Fade in time (0-100)</span>
:<span style="color:grey;"><integer> Fade in time (0-100)</span>
;<span style="color:grey;">fadeout [deprecated]</span>
;<span style="color:grey;">fadeout [deprecated]</span>
:<span style="color:grey;"><integer> Fade out time (0-100)</span>
:<span style="color:grey;"><integer> Fade out time (0-100)</span>
;{{ep1 add|fadeinsecs}}
;{{EP1 add|fadeinsecs}}
:<integer:0-100> Combien de temps à disparaître pour.
:<integer:0-100> How long to fade in for.
;{{ep1 add|fadeoutsecs}}
;{{EP1 add|fadeoutsecs}}
:<integer:0-100> Combien de temps à disparaître pour. Will delay any ''StopSound'' inputs to allow for the fade.
:<integer:0-100> How long to fade out for. Will delay any ''StopSound'' inputs to allow for the fade.
;pitch
;pitch
:<integer:1-255> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
:<integer:1-255> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
Line 119: Line 120:
:<integer:0-100>. Analogous to ''fadeoutsecs'', but affecting pitch.
:<integer:0-100>. Analogous to ''fadeoutsecs'', but affecting pitch.
;lfotype
;lfotype
: <integer> [[LFO]] type
: <integer> {{L|LFO}} type
:{|
:{| class=standard-table
! Literal Value || [[LFO]] type
! Literal Value || {{L|LFO}} type
|-
|-
| 0 || Off
| 0 || Off
Line 131: Line 132:
| 3 || Random
| 3 || Random
|}
|}
;lforate ''([[LFO]] rate)''
;lforate ''({{L|LFO}} rate)''
:<integer:0-1000> How frequently the LFO effect repeats itself. <!-- per second? -->
:<integer:0-1000> How frequently the LFO effect repeats itself. <!-- per second? -->
;lfomodpitch ''([[LFO]] modulation - pitch)''
;lfomodpitch ''({{L|LFO}} modulation - pitch)''
:<integer:0-100>, affects the sound pitch or [[Wikipedia:Vibrato|vibrato]]. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
:<integer:0-100>, affects the sound pitch or [[Wikipedia:Vibrato|vibrato]]. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
;lfomodvol ''([[LFO]] modulation - volume)''
;lfomodvol ''({{L|LFO}} modulation - volume)''
:<integer:0-100> Affects the volume of the sound, causing it to "pulse." Similar to [[Wikipedia:Tremolo|tremolo]].
:<integer:0-100> Affects the volume of the sound, causing it to "pulse." Similar to [[Wikipedia:Tremolo|tremolo]].
;cspinup ''(Incremental Spinup Count)''
;cspinup ''(Incremental Spinup Count)''
Line 144: Line 145:
:{{bug|Non-functional.}}
:{{bug|Non-functional.}}
;SourceEntityName
;SourceEntityName
:<[[targetname]]> If an entity is specified, sound will come from this named entity instead of the location of ambient_generic. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lipsynch to it.
:<{{L|targetname}}> If an entity is specified, sound will come from this named entity instead of the location of ambient_generic. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lipsynch to it.
 
=== Flags ===
;1 - Play everywhere
:Le sons sera joué partout. It doesn't bypass DSP effects, however.
:{{bug|Ce flag '''est rompu au niveau du moteur''' pour [[Soundscripts]]. Il ne fonctionne que lorsque le son est joué avec son nom de fichier brut.}}
;16 - Start Silent
:Le sons ne sera pas joué au lancement de la map. Il peu être activée par un [[trigger]] par exemple.
:{{bug|La boucle des sons qui ne commencent pas par le silence ne peut pas être contrôlé!}}
;32 - Is NOT Looped
:Changes how the ambient_generic handles stopping and starting playback. This flag ''won't'' stop a sound that loops from looping, '''but it is still important to set it to the right value'''. You might not be able to stop and/or start the sound if it isn't!


=== Inputs ===
=== Inputs ===
* {{i targetname}}


;Pitch <integer>
;Pitch <integer>
Line 163: Line 153:
:{{bug|Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the pitch at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.}}
:{{bug|Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the pitch at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.}}
;PlaySound
;PlaySound
:Commencer le son.
:Starts the sound.
;StopSound
;StopSound
:Stopper un sons en boucle.
:Stops a looping sound.
:{{note|Does not stop a non-looping sound. This is intentional, and can be changed with C++.}}
:{{note|Does not stop a non-looping sound. This is intentional, and can be changed with C++.}}
;ToggleSound
;ToggleSound
Line 172: Line 162:
: Plays the sound at a volume from 0 to 10, where 10 is the loudest.
: Plays the sound at a volume from 0 to 10, where 10 is the loudest.
:{{bug|Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.}}
:{{bug|Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.}}
;{{ep1 add|FadeIn <integer>}}
;{{EP1 add|FadeIn <integer>}}
:Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
:Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
:{{bug|Non-functional.}}
:{{bug|Non-functional.}}
;{{ep1 add|FadeOut <integer>}}
;{{EP1 add|FadeOut <integer>}}
:Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
:Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
:{{bug|Will bring the sound up to full volume (i.e. 10) before beginning to fade it.}}
:{{bug|Will bring the sound up to full volume (i.e. 10) before beginning to fade it.}}


=== Outputs ===
==External links==
* {{o targetname}}
* [http://www.slackiller.com/New%20Tuts/sound.html Setting up ambient_generics in Counter-Strike: Source using logic_auto] - a substitute for creating a proper env_soundscape.
{{ACategory|Sound System}}

Latest revision as of 14:15, 25 September 2024

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Entitée point disponible pour tous les jeux Source.

Permet de jouer un son unique ou en boucle (ne fonctionne plus sous CSS). Les mp3 en hautes qualitées (44100Hz) sont reconnu, mais ne fonctionne pas sous l'explorateur de son sous hammer. Cette entitée ne fonctionne pas avec le DSP.

Icon-Bug.pngTemplate:Dictionary/Bug/fr:Les sons en boucles peuvent seulement être jouer avec un WAV et une entité logic_auto(en), sinon ils ne seront joué qu'une seul fois au début du chargement de la map.  [todo tested in ?]

Les sons émis sont localisé la ou se situe l'entité, et diminue avec la distance. Cette entités à une zone d'écoute au dela vous n'entendrez plus le son.

Use it to play and control a soundscript(en) sound, a raw .wav sample or a single scripted sentence(en). In case of a scripted sentence you have to replace the path and filename with "!", followed by the sentence name.


  • Note : Cette entité n'est plus destiné à être utilisée pour les sons environementaux. Utilisé pour cela la nouvelle entitée env_soundscape(en). Ambient_generic est largement conservé pour jouer les son uniques, trigger avec par exemple un logic_timer(en) ou les musics.


Bugs de son en boucle

Ce problème de son en boucle instoppable peut être corrigé en incluant ceci dans votre mods(en).

Details

Flags

1 - Play everywhere
le son est joué avec toutes les encientes au volume choisis. Le DSP ne l'influe pas.
16 - Start Silent
La map démarre sans jouer le son. Activer par défault.
Icon-Bug.pngTemplate:Dictionary/Bug/fr:Les sons en boucle qui n'on pas ce flag cocher ne démareront pas.  [todo tested in ?]
32 - Is NOT Looped
Il est impotant de bien choisir la valeur ici ou le son ne démarera pas ou ne stopera pas.


Keyvalues

Note.pngNote:Keyvalue/Targetname needs translation to Fr
message
<sound> Name of the GameSound entry for the sound to play. Also supports raw .wav filenames and sentence(en) scripts.
health (Volume)
<integer:0-10> Sound volume, expressed as a range from 0 to 10, where 10 is the loudest. Defaults to 10.
preset
Literal Value Dynamic Preset
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
volstart
<integer> Volume to start fading in at.
fadein [deprecated]
<integer> Fade in time (0-100)
fadeout [deprecated]
<integer> Fade out time (0-100)
fadeinsecs (depuis Half-Life 2: Episode One)
<integer:0-100> How long to fade in for.
fadeoutsecs (depuis Half-Life 2: Episode One)
<integer:0-100> How long to fade out for. Will delay any StopSound inputs to allow for the fade.
pitch
<integer:1-255> Sound pitch, expressed as a range from 1 to 255, where 100 is the sound's default pitch.
pitchstart
<integer:1-255> Pitch to begin spinning up at.
spinup (Spin up time)
<integer:0-100>. Analogous to fadeinsecs, but affecting pitch.
spindown (Spin down time)
<integer:0-100>. Analogous to fadeoutsecs, but affecting pitch.
lfotype
<integer> LFO(en) type
Literal Value LFO(en) type
0 Off
1 Square Wave (alternate between low and high)
2 Triangle Wave (sharper transitions)
3 Random
lforate (LFO(en) rate)
<integer:0-1000> How frequently the LFO effect repeats itself.
lfomodpitch (LFO(en) modulation - pitch)
<integer:0-100>, affects the sound pitch or vibrato. Higher numbers change the pitch more - warbling singers use little, police sirens use a lot.
lfomodvol (LFO(en) modulation - volume)
<integer:0-100> Affects the volume of the sound, causing it to "pulse." Similar to tremolo.
cspinup (Incremental Spinup Count)
<integer> Appears to be a method for increasing pitch in time with ToggleSound inputs, but:
Icon-Bug.pngTemplate:Dictionary/Bug/fr:Non-functional.  [todo tested in ?]
radius (Max Audible Distance)
<string> Maximum distance at which this sound is audible.
Icon-Bug.pngTemplate:Dictionary/Bug/fr:Non-functional.  [todo tested in ?]
SourceEntityName
<targetname(en)> If an entity is specified, sound will come from this named entity instead of the location of ambient_generic. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lipsynch to it.

Inputs

Pitch <integer>
Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.
Icon-Bug.pngTemplate:Dictionary/Bug/fr:Pitch will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the pitch at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.  [todo tested in ?]
PlaySound
Starts the sound.
StopSound
Stops a looping sound.
Note.pngNote:Does not stop a non-looping sound. This is intentional, and can be changed with C++.
ToggleSound
Toggles a looping sound between playing and stopped. Behaves like PlaySound if the sound is unlooped.
Volume <integer>
Plays the sound at a volume from 0 to 10, where 10 is the loudest.
Icon-Bug.pngTemplate:Dictionary/Bug/fr:Volume will play the sound without informing the rest of the entity. This makes looping sounds unstoppable! It is speculated that the input is supposed to change the volume at which the ambient_generic plays its sound when prompted by other inputs, not play it by itself.  [todo tested in ?]
FadeIn <integer> (depuis Half-Life 2: Episode One)
Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.
Icon-Bug.pngTemplate:Dictionary/Bug/fr:Non-functional.  [todo tested in ?]
FadeOut <integer> (depuis Half-Life 2: Episode One)
Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.
Icon-Bug.pngTemplate:Dictionary/Bug/fr:Will bring the sound up to full volume (i.e. 10) before beginning to fade it.  [todo tested in ?]

External links