Sound and Music: Difference between revisions
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* 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 [[list of entities|entities]] for details. | * 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 [[list of entities|entities]] for details. | ||
* To make audio files affected by the music slider, add the [[Soundscripts#Sound_Characters|{{code|#}} character]] before the file path when declaring (ex {{code|"#music/HL2_song20_submix0.mp3"}}) | * To make audio files affected by the music slider, add the [[Soundscripts#Sound_Characters|{{code|#}} character]] before the file path when declaring (ex {{code|"#music/HL2_song20_submix0.mp3"}}) | ||
* Although Source supports surround sound, audio files can only contain up to two channels. Surround effects should be either downmixed to stereo, implemented using [[soundscape]] targets or [[ambient_generic]] entities, or worked around using carefully placed [[scene]] actors. | |||
== See Also == | == See Also == |
Revision as of 07:18, 9 May 2023
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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.
- To make audio files affected by the music slider, add the # character before the file path when declaring (ex "#music/HL2_song20_submix0.mp3")
- Although Source supports surround sound, audio files can only contain up to two channels. Surround effects should be either downmixed to stereo, implemented using soundscape targets or ambient_generic entities, or worked around using carefully placed scene actors.