Sound and Music: Difference between revisions
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This article is a hub for finding information about sound and music in [[Source]]. | This article is a hub for finding information about sound and music in [[Source]]. | ||
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*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. | ||
== See Also == | |||
* [[:Category: Level Design]] | |||
== External links == | == External links == |
Revision as of 17:39, 22 March 2009
This article is a hub for finding information about sound and music in Source.
Entities
- ambient_generic — this is the basic entity to play a specific sound, including music
- env_soundscape plays background noises (see Soundscapes)
- env_soundscape_proxy Point entity that acts like a soundscape but gets all of its sound parameters from another env_soundscape entity.
- env_soundscape_triggerable Point entity just like env_soundscape except that it works in conjunction with the trigger_soundscape entity to determine when a player hears it.
- trigger_soundscape Brush-based soundscape trigger. Does not need outputs, as it automatically triggers the soundscape specified by its Soundscape property.
- env_microphone — detects sounds
- env_speaker — plays sounds based on a set of Response System rules
- scripted_sentence — used to make an NPC speak an idea
- logic_choreographed_scene — used for conversations and other sequences. See Category:Choreography.
Articles
- Category:Sound System — how sound works in Source
- Hammer Sound Browser — documents the Hammer user interface for browsing sounds
- Soundscapes — background sounds in a map
- Sound sensitive trigger — how to trigger an event based on the loudness
- Startup Music — one way to add music to a mod's title screen (alternately, put it in a Menu Background Map)
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
- Music Composition - software synthesizers and other audio tools
Materials
To specify the set of sounds for a custom material (the noises produced in response to hits, scrapes, etc), see Material surface properties.
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.
See Also
External links
- Adding Sounds into your Maps - Tutorial
- Triggering sounds in your Maps - Tutorial