Sound and Music: Difference between revisions

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== Entities ==
== Entities ==
*[[ambient_generic]] — this is the basic entity to play a specific sound, including music
*[[ambient_generic]] — this is the basic entity to play a specific sound, including music
*[[ambient_music]] — {{l4d2}} audio in the music layer, overriding music queued by the AI Director.
*[[env_soundscape]] plays background noises (see [[Soundscapes]])
*[[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_proxy]] Point entity that acts like a soundscape but gets all of its sound parameters from another [[env_soundscape]] entity.
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*[[env_speaker]] — plays sounds based on a set of [[Response System]] rules
*[[env_speaker]] — plays sounds based on a set of [[Response System]] rules
*[[scripted_sentence]] — used to make an [[NPC]] speak an idea
*[[scripted_sentence]] — used to make an [[NPC]] speak an idea
*[[sound_mix_layer]] — {{l4d2}} used to set a mix layer to a specific value.
*[[logic_choreographed_scene]] — used for conversations and other sequences. See [[:Category:Choreography]].
*[[logic_choreographed_scene]] — used for conversations and other sequences. See [[:Category:Choreography]].



Revision as of 16:07, 2 February 2011

Abstract Mapping series Discuss your thoughts - Help us develop the articles or ideas you want

Ammunition | List of HL2 Animals and Creatures | Mapping with Antlions | Beams and Lasers | Cables and Ropes | Moving Clouds | Color Theory in Level Design | Combat | Combine | Compression (Source 1) | Doors | Dust, Fog, & Smoke | Elevators | Level Transitions | Environmental Lighting, Sun, Weather, & Outdoors | Explosions | Fire | Half-Life 2 Foliage | Glass & Windows | Headcrab | Health | Ladders | Lighting | Optimization (level design) | Physics | Retinal scanners | Sound and Music | Special effects | Terrain | Trains | Turrets | Water | Weapons | Zombie

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.

Music differs from other sounds in Source only in that its path is prefixed with a '#' character. #sound.wav (or .mp3) is music whereas sound.wav is not.

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.

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