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Trigger cdaudio: Difference between revisions

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m (→‎top: clean up, replaced: {{EntityTabs → {{tabs)
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{{tabs|trigger cdaudio|goldsrc = 1|source = 1|main = goldsrc}}
{{tabs|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}}
{{this is a|brush entity|engine=GoldSrc|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 18:46, 17 May 2024

Not to be confused with target_cdaudio (the point entity).
Ambient generic.png

trigger_cdaudio is a brush entity available in all GoldSrc GoldSrc games.

It plays a specified track either on the CD or in the media folder when the player walks through this entity.

Note.pngNote:The MP3 files loaded, and what number they are used as in this entity are hard-coded into the game, except in Condition Zero Deleted Scenes. Therefore, the filenames of custom MP3s must be very specific.
Note.pngNote: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.

Keyvalues

TrackName ([todo internal name (i)]) <string> (only in Condition Zero Deleted Scenes)
The path of the MP3 track to play, relative to the base mod directory.
Loop ([todo internal name (i)]) <choices> (only in Condition Zero Deleted Scenes)
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 Pcgw icon.png 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>
Note.pngNote: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.
Name (targetname) <string>
The targetname that other entities refer to this entity by.

See also