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Ambient generic: Difference between revisions

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{{ModernBug|The <code>ambient_generic</code> will not update its position while the sound is playing if it is parented.|offset=1}}
{{ModernBug|The <code>ambient_generic</code> will not update its position while the sound is playing if it is parented.|offset=1}}
{{ModernBug|<code>ambient_generic</code>s used to play looping sounds in {{css|2}} must be activated with a {{ent|logic_auto}}, or they will stop playing once the first round starts.}}
{{ModernBug|<code>ambient_generic</code>s used to play looping sounds in {{css|2}} must be activated with a {{ent|logic_auto}}, or they will stop playing once the first round starts.}}
{{ModernBugfix|Killing this entity while a looped sound is playing will make it play forever for the entire map duration. This also may cause looping sounds to stack up and eventually overflow the sound limit (detailed blow), even if they aren't audible.|Problems with sounds being unstoppable can be avoided [[Ambient generic: stop and toggle fix|by adding this C++ code to your mod]].|code}}
{{ModernBug|Killing this entity while a looped sound is playing will make it play forever for the entire map duration. This also may cause looping sounds to stack up and eventually overflow the sound limit (detailed blow), even if they aren't audible.}}
{{ModernFix|Problems with sounds being unstoppable can be avoided [[Ambient generic: stop and toggle fix|by adding this C++ code to your mod]].|code|offset=1}}
{{ModernBug|Looping sounds might become attached to certain players when they are not supposed to. E.g., if you are away from a sound, and a player near the sound dies and then spectates you, the sound may become attached to you. The exact consistency/behavior of this bug is still unknown.}}
{{ModernBug|Looping sounds might become attached to certain players when they are not supposed to. E.g., if you are away from a sound, and a player near the sound dies and then spectates you, the sound may become attached to you. The exact consistency/behavior of this bug is still unknown.}}
{{ModernBug|Too many <code>ambient_generic</code>s playing at once will cause the sound engine to become corrupted globally and potentially cause extreme lag! This occurs if the internal entity sound limit of 64 (32 in {{csgo}}) is hit. Due to another bug, <code>ambient_generic</code>s still "play" when outside the maximum distance, even if not audible to the client.}}
{{ModernBug|Too many <code>ambient_generic</code>s playing at once will cause the sound engine to become corrupted globally and potentially cause extreme lag! This occurs if the internal entity sound limit of 64 (32 in {{csgo}}) is hit. Due to another bug, <code>ambient_generic</code>s still "play" when outside the maximum distance, even if not audible to the client.}}

Revision as of 17:28, 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.

Bugs/Limitations

Template:ModernTip Template:ModernBug Template:ModernBug Template:ModernBug

Cpp.pngCode Fix:Problems with sounds being unstoppable can be avoided by adding this C++ code to your mod.

Template:ModernBug Template:ModernBug Template:ModernWorkaround 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