Env soundscape: Difference between revisions

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{{PreservedEnt}}
{{PreservedEnt}}
'''env_soundscape_triggerable''' is a related entity identical to env_soundscape, but for use in conjunction with the brush entity [[trigger_soundscape]].


{{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.}}
{{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.}}

Revision as of 13:33, 7 October 2018

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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.

Icon-Important.pngImportant: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:
More info
  • On a new round entities with this classname will intentionally not reset. You can use logic_auto to emulate resetting it.
  • Killing it removes it forever, as it is not respawned on a new round.
  • It cannot be spawned with a point_template.
  • Parenting this with non-preserved entities may have undesirable effects.

env_soundscape_triggerable is a related entity identical to env_soundscape, but for use in conjunction with the brush entity trigger_soundscape.

Tip.pngTip:In some games such as TF2, soundscape entities cannot be "seen" through water, in which case a triggerable soundscape is a useful workaround.
C++ In code, it is represented by theCEnvSoundscapeclass, defined in thesoundscape.cppfile.

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 theEnableinput).


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.


See Also