Sound and Music: Difference between revisions
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]] | *[[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 | *[[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 == | ||
* [[ | * [[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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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
- ambient_generic — this is the basic entity to play a specific sound or soundscript, including music.
- ambient_music —
audio in the music layer, overriding music queued by the AI Director.
- 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_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.
- sound_mix_layer —
used to set a mix layer to a specific value.
- logic_choreographed_scene — used for conversations and other sequences. See Category:Choreography.
Articles
- Category:Sound System — how sound works in Source.
- Soundscripts — advanced sound usage in Source.
- Hammer Sound Browser — documents the Hammer user interface for browsing sounds.
- Soundscapes — background sounds and ambience.
- 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).
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
- Creating your own music — composing and adding music to a mod.
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.