Trigger cdaudio: Difference between revisions
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Warning:
Note:The MP3 files loaded, and what number they are used as in this entity are hard-coded into the game, except in
. Therefore, the filenames of custom MP3s must be very specific.
Note:In early retail (WON) versions of the game, only CD Audio support was support. Later WON versions added undocumented MP3 playback which was used in the Steam release.
Note:Track 29 or gamestartup.mp3 will automatically play upon game launching into the main menu, and will loop and continue to play until another music track is called or a mulitplayer server is loaded.
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{{EntityTabs|trigger cdaudio|goldsrc = 1|source = 1|main = goldsrc}} | {{EntityTabs|trigger cdaudio|goldsrc = 1|source = 1|main = goldsrc}} | ||
{{distinguish|target_cdaudio|desc1=the point entity}} | {{distinguish|target_cdaudio|desc1=the point entity}} | ||
{{ | {{This is a|e2|engine=gldsrc|name=trigger_cdaudio|sprite=ambient generic.png}} | ||
It plays a specified track either on the CD or in the media folder when the player walks through this entity. | It plays a specified track either on the CD or in the media folder when the player walks through this entity. | ||
{{clr}}{{Note|The [[MP3]] files loaded, and what number they are used as in this entity are hard-coded into the game, except in {{czds}}. Therefore, the filenames of custom MP3s must be very specific.}} | {{clr}}{{Note|The [[MP3]] files loaded, and what number they are used as in this entity are hard-coded into the game, except in {{czds}}. Therefore, the filenames of custom MP3s must be very specific.}} |
Revision as of 01:40, 9 September 2023
Not to be confused with target_cdaudio (the point entity).

trigger_cdaudio
is an e2 available in all GoldSrc games.

- The {{{engine}}} parameter is inconsistent with the name defined by the {{gldsrc}} template. This can most likely be fixed by setting the value of the {{{engine}}} parameter to GoldSrc.
If a parameter is consistent but you're still seeing this warning, it may be an issue with the template itself. Please discuss it on the template's talk page.
It plays a specified track either on the CD or in the media folder when the player walks through this entity.



Keyvalues
- TrackName ([todo internal name (i)]) <string> (only in
)
- The path of the MP3 track to play, relative to the base mod directory.
- Loop ([todo internal name (i)]) <choices> (only in
)
- Whether the track should loop. Default is "No".
- 0: No
- 1: Yes
Confirm:Broken in current Steam release?
- Track ([todo internal name (i)]) <integer>
- The name of the track to play via the media folder (only in
later WON version as undocumented, fully supported in all Steam versions) OR the CD-track number if a Red Book Audio CD is available.
Value Mp3 file to play 1 <None> 2 Half-Life01.mp3 3 Prospero01.mp3 4 Half-Life12.mp3 5 Half-Life07.mp3 6 Half-Life10.mp3 7 Suspense01.mp3 8 Suspense03.mp3 9 Half-Life09.mp3 10 Half-Life02.mp3 11 Half-Life13.mp3 12 Half-Life04.mp3 13 Half-Life15.mp3 14 Half-Life14.mp3 15 Half-Life16.mp3 16 Suspense02.mp3 17 Half-Life03.mp3 18 Half-Life08.mp3 19 Prospero02.mp3 20 Half-Life05.mp3 21 Prospero04.mp3 22 Half-Life11.mp3 23 Half-Life06.mp3 24 Prospero03.mp3 25 Half-Life17.mp3 26 Prospero05.mp3 27 Suspense05.mp3 28 Suspense07.mp3 29 gamestartup.mp3 30 <None>

- Name (targetname) <string>
- The targetname that other entities refer to this entity by.
See also
- target_cdaudio, a point entity used for the same purpose
- Soundtrack lists