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== Keyvalues ==
== Keyvalues ==
{{KV|Sound Name|intn=message|string|The [[soundscript]] name of, or direct path to, the sound to play. For {{ent|scripted_sentence}}s, type "!" followed by the sentence name. (Example: ''!COMBINE_THROW_GRENADE4''){{ModernNote|Playing music without a soundscript is not recommended due to a bug with the Play Everywhere flag.}}{{ModernNote|Using any sound characters in a direct path is, in a way, a soundscript.}}}}
{{KV|Sound Name|intn=message|string|The [[soundscript]] name of, or direct path to, the sound to play. For {{ent|scripted_sentence}}s, type "!" followed by the sentence name. (Example: {{code|!COMBINE_THROW_GRENADE4}}){{ModernNote|Playing music without a soundscript is not recommended due to a bug with the Play Everywhere flag.}}{{ModernNote|Using any sound characters in a direct path is, in a way, a soundscript.}}}}
{{KV|Max Audible Distance|intn=radius|float|Maximum distance in [[unit]]s at which the sound plays for a client.{{ModernBug|The sound still actually plays outside the distance.}}{{ModernBug|Sounds may still be audible far outside the distance due to [[DSP]].}}{{ModernNote|Volume fades to nothing as the player approaches this distance, which can make it seem as if the sound stops playing too early.}}}}
{{KV|Max Audible Distance|intn=radius|float|Maximum distance in [[unit]]s at which the sound plays for a client.{{ModernBug|The sound still actually plays outside the distance.}}{{ModernBug|Sounds may still be audible far outside the distance due to [[DSP]].}}{{ModernNote|Volume fades to nothing as the player approaches this distance, which can make it seem as if the sound stops playing too early.}}}}
{{KV|SourceEntityName|intn=SourceEntityName|targetname|If specified, the sound will play from this entity instead of the <code>ambient_generic</code>. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lip-sync to it.{{ModernBug|If the <code>ambient_generic</code> is <code>Kill</code>ed, the sound will play at the origin of the map (at 0,0,0).}}{{ModernBug|The entity must be spawned at map start, or else the sound will play at the location of the <code>ambient_generic</code>.}}{{ModernBug|Using <code>AddOutput</code> to assign the <code>SourceEntityName</code> after the entity spawns does not work.}}{{ModernBug|Multiple <code>ambient_generic</code>s won't stack on the same entity.}}{{ModernNote|An <code>ambient_generic</code> will only play from a single entity. If there are multiple entities with the same target name, the sound will only play from the first one it finds.{{confirm|Is this all games? Only tested in {{tf2}} and {{l4d2}}.}}}}}}
{{KV|SourceEntityName|intn=SourceEntityName|targetname|If specified, the sound will play from this entity instead of the <code>ambient_generic</code>. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lip-sync to it.{{ModernBug|If the <code>ambient_generic</code> is <code>Kill</code>ed, the sound will play at the origin of the map (at 0,0,0).}}{{ModernBug|The entity must be spawned at map start, or else the sound will play at the location of the <code>ambient_generic</code>.}}{{ModernBug|Using <code>AddOutput</code> to assign the <code>SourceEntityName</code> after the entity spawns does not work.}}{{ModernBug|Multiple <code>ambient_generic</code>s won't stack on the same entity.}}{{ModernNote|An <code>ambient_generic</code> will only play from a single entity. If there are multiple entities with the same target name, the sound will only play from the first one it finds.{{confirm|Is this all games? Only tested in {{tf2}} and {{l4d2}}.}}}}}}

Revision as of 17:15, 9 May 2023

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Template:EntityTabs

C++ Class hierarchy
CAmbientGeneric
CPointEntity
CBaseEntity
C++ sound.cpp

Template:Entity

This entity plays a sound, either once or on loop and either from a location in the world or globally. Use it to play and control a soundscript sound, a raw .wav sample, or a scripted_sentence.

Template:ModernTip Template:ModernBug Template:ModernBugfix Template:ModernBug Template:ModernBug Template:ModernBug Template:ModernNote Template:ModernWarning

Keyvalues

Sound Name (message) <string>
The soundscript name of, or direct path to, the sound to play. For scripted_sentences, type "!" followed by the sentence name. (Example: !COMBINE_THROW_GRENADE4)Template:ModernNoteTemplate:ModernNote
Max Audible Distance (radius) <float>
Maximum distance in units at which the sound plays for a client.Template:ModernBugTemplate:ModernBugTemplate:ModernNote
SourceEntityName (SourceEntityName) <targetname>
If specified, the sound will play from this entity instead of the ambient_generic. If the target is an NPC capable of lipsynching, and phoneme data is found within the sound, the target will lip-sync to it.Template:ModernBugTemplate:ModernBugTemplate:ModernBugTemplate:ModernBugTemplate:ModernNote
Volume (health) <integer 0–10>
How loud to play the sound. 0 is silent and 10 is normal. Default is 10.Template:ModernTipTemplate:ModernBug
Start Volume (volstart) <integer 0–10>
Fade in time in seconds (fadeinsecs) <integer 0–100>
Fade out time in seconds (fadeoutsecs) <integer 0–100>
How long to spend fading in and out, and what volume to start at. Default is no fading.
Pitch (pitch) <integer 0–255>
Pitch, where 1 is low, 100 is normal, and 255 is high.Template:ModernBug
Start pitch (pitchstart) <integer 0–255>
Spin up time (spinup) <integer 0–100>
Spin down time (spindown) <integer 0–100>
How long to spend spinning pitch up/down at the start/end of playback, and what pitch to start at. Default is no spinning.
Dynamic Presets (preset) <choices>
Various DSP effects that can be applied.
LFO type (lfotype) <integer>
Type of Low Frequency Oscillation to employ.
0. Off (default)
1. Square Wave (alternate between low and high)
2. Triangle Wave (crossfade between high and low)
3. Random
LFO rate (lforate) <integer 0–1000>
How frequently the LFO effect repeats itself.
LFO modulation - pitch (lfomodpitch) <integer 0–100>
Affects the sound pitch or vibrato. Higher numbers change the pitch more; warbling singers use little, police sirens use a lot.
LFO modulation - volume (lfomodvol) <integer 0–100>
Affects the volume of the sound, causing it to "pulse." Similar to tremolo. At a really high rate, this can make the same effect as talking through fan blades.
Incremental Spinup Count (cspinup) <integer>
Appears to be a intended to increase pitch in time with ToggleSound inputs. Template:ModernBug
Name (targetname) <string>[ Edit ]
The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. parentname or target).
Also displayed in Hammer's 2D views and Entity Report.
See also:  Generic Keyvalues, Inputs and Outputs available to all entities

Inputs

Pitch <integerRedirectInput/integer>
Sets the sound pitch, expressed as a range from 1 to 255, where 100 is the sound's original pitch.Template:ModernBug
PlaySound
Starts the sound.
StopSound
Stops a looping sound. Does not stop a non-looping sound; however, a non-looping sound can be stopped by using the Volume input with a value of 0.
Cpp.pngCode Fix:If necessary, you can allow this input to stop a non-looping sound via C++.
ToggleSound
Toggles a looping sound between playing and stopped. Behaves like PlaySound if the sound doesn't loop.
Volume <floatRedirectInput/float>
Plays the sound at a volume from 0 to 10, where 10 is the loudest.Template:ModernBugTemplate:ModernNote
FadeIn <integerRedirectInput/integer>
Fades the sound up to full volume over a specified number of seconds, with a range from 0 to 100 seconds.Template:ModernBug
FadeOut <integerRedirectInput/integer>
Fades the sound to silence over a specified number of seconds, with a range from 0 to 100 seconds.Template:ModernBug

Flags

Play everywhere : [1]
Sound plays at a constant volume, no matter how far away the listener is from the sound source.
Todo: How does this interact with env_microphone sound detection?
}Template:ModernBug
Start Silent : [16]
The map will start without this sound playing. Enabled by default.Template:ModernBug
Is NOT Looped : [32]
Changes how the ambient_generic handles stopping and starting playback. It won't stop a sound that loops from looping, but it is still very important to set it to the right value. You might not be able to stop and/or start the sound if it isn't!Template:ModernBug

See Also