Env soundscape: Difference between revisions
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Important:This is a preserved entity in 






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If the game has round restart mechanics this entity may not behave as expected:
Tip:In some games such as TF2, soundscape entities cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround.
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{{ | {{lang|Env soundscape}} | ||
| | {{base_point|env_soundscape|sprite=1}} It changes the active [[soundscape]] of players, and defines where positioned sounds within it play from. A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins. | ||
}} | |||
{{PreservedEnt}} | |||
{{tip|In some games such as TF2, soundscape entities cannot be "seen" through water, in which case a [[env_soundscape_triggerable|triggerable]] soundscape is a useful workaround.}} | |||
{{ | {{code class|CEnvSoundscape|soundscape.cpp}} | ||
==Keyvalues== | |||
{{KV|Radius (radius)|int|Defines the entity's sphere of influence. Players must also have [[LOS]] to the entity for it to trigger. -1 means infinite range.}} | |||
{{KV|Soundscape (soundscape)|string|The name of the soundscape to play. Some examples are provided, but the actual list is not. The best way to browse soundscapes is from within the game with the <code>playsoundscape</code> console command.}} | |||
{{KV|Sound Position 0 (position0)|to=Sound Position 7 (position7)|targetname|Entities which define the location from which any positioned sounds play. Must be entities that the [[client]] knows about (e.g {{ent|info_target}} or anything visible).}} | |||
== Keyvalues == | |||
{{KV|Radius|int|Defines the entity's sphere of influence. Players must also | |||
{{KV|Soundscape|string|The name of the soundscape to play. Some examples are provided, but the actual list is not. The best way to browse soundscapes is from within the game with the <code>playsoundscape</code> console command.}} | |||
{{KV|Sound Position 0 | |||
{{KV EnableDisable}} | {{KV EnableDisable}} | ||
{{KV | {{KV BaseEntity}} | ||
==Inputs== | |||
{{IO|ToggleEnabled|Toggle the soundscape on/off.}} | {{IO|ToggleEnabled|Toggle the soundscape on/off.}} | ||
{{I EnableDisable}} | {{I EnableDisable}} | ||
{{I | {{I BaseEntity}} | ||
}} | |||
== Outputs == | ==Outputs== | ||
{{IO|OnPlay|Fired when this soundscape becomes the active one.}} | |||
{{O BaseEntity|l4d=1}} | |||
{{ | ==See Also== | ||
*{{ent|env_soundscape_proxy}} | |||
*[[Soundscape lists]] | |||
[[Category:Sound System]] | [[Category:Sound System]] |
Revision as of 20:37, 1 October 2018
Template:Base point It changes the active soundscape of players, and defines where positioned sounds within it play from. A player must be within the entity's radius and be able to see it for the change to take place. The entity's soundscape will then play until another one takes over. If more than one soundscape entity is fighting for control, the nearest wins.









If the game has round restart mechanics this entity may not behave as expected:
|

Keyvalues
- Radius (radius) ([todo internal name (i)]) <integer>
- Defines the entity's sphere of influence. Players must also have LOS to the entity for it to trigger. -1 means infinite range.
- Soundscape (soundscape) ([todo internal name (i)]) <string>
- The name of the soundscape to play. Some examples are provided, but the actual list is not. The best way to browse soundscapes is from within the game with the
playsoundscape
console command.
- Sound Position 0 (position0) ([todo internal name (i)]) to Sound Position 7 (position7) <targetname>
- Entities which define the location from which any positioned sounds play. Must be entities that the client knows about (e.g info_target or anything visible).
- Start Disabled (StartDisabled) <boolean>
- Stay dormant until activated (with the
Enable
input).
Inputs
- ToggleEnabled
- Toggle the soundscape on/off.
EnableDisable:
- Enable / Disable
- Enable/disable this entity from performing its task. It might also disappear from view.
Outputs
- OnPlay
- Fired when this soundscape becomes the active one.