Sound and Music: Difference between revisions

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m (Removed misleading and misplaced line about how to play a sound as "music". That was incomplete to the point of falsehood and this page is *not* the place to tell a reader how to do that.)
(Trying to untangle and streamline horrible, horrible wiki work.)
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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 or soundscript, including music.
*[[ambient_music]] — {{l4d2}} audio in the music layer, overriding music queued by the AI Director.  
*[[ambient_music]] — {{l4d2}} audio in the music layer, overriding music queued by the AI Director.  
*[[env_soundscape]] plays background noises (see [[Soundscapes]])
*[[env_soundscape]] — for playing background noises and ambience. (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.
*[[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.
*[[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.  
*[[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_microphone]] — detects sounds.
*[[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.
*[[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]].


== Articles ==
== Articles ==
*[[:Category:Sound System]] — how sound works in Source
*[[:Category:Sound System]] — how sound works in Source.
*[[Soundscripts]]
*[[Soundscripts]] — advanced sound usage in Source.
*[[Hammer Sound Browser]] — documents the [[Hammer]] user interface for browsing sounds
*[[Hammer Sound Browser]] — documents the [[Hammer]] user interface for browsing sounds.
*[[Soundscapes]] — background sounds in a map
*[[Soundscapes]] — background sounds and ambience.
*[[Sound sensitive trigger]] — how to trigger an event based on the loudness
*[[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 (alternatively, put it in a [[Menu Background Map]])
*[[Startup Music]] — one way to add music to a mod's title screen (alternatively, put it in a [[Menu Background Map]]).


== AI sounds ==
== AI sounds ==
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== Music ==
== Music ==
* [[Music Composition]] - software synthesizers and other audio tools
* [[Creating your own music]] — composing and adding music to a mod.


== Materials ==
== Materials ==

Revision as of 17:16, 8 August 2022

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Todo: There needs to be a brief description or link to a tutorial or guide on how to take an existing .wav file and make it accessible to the Hammer Sound Browser or Face Poser.


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.

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